Game machine
Patent Information
- Application Number
- JP2025011467
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-01-27
- Publication Date
- 2025-05-26
- Estimated Expiration
- 2042-04-07
AI Technical Summary
Existing gaming machines lack effective mechanisms for appropriately notifying players about game states and potential winnings, leading to a suboptimal player experience.
The gaming machine incorporates a system that transitions between different game states, including a first, second, and third state, with specific determinations and events triggering transitions, using various sensors and display units to notify players of their game progress and potential winnings.
This system enhances player notification, providing a more engaging and informative gaming experience by clearly conveying game states and potential rewards.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Known gaming machines include pachinko gaming machines and slot machines. For example, in a pachinko gaming machine, a gaming ball is shot toward a gaming area in response to a shooting operation by a player, and when the gaming ball enters a ball entry portion provided in the gaming area, a gaming value such as a prize ball is awarded (for example, see Patent Document 1).
[0003] In a slot machine, a lottery process is executed by operating a start lever, and the reels start to spin, and the reels stop spinning when a stop button is operated while the reels are spinning. If the reels stop spinning and the result of the reels stopping corresponds to a winning combination in the lottery process, a game value corresponding to the winning combination is awarded to the player. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2004-81853 A Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in the gaming machines and the like exemplified above, there is still room for improvement in terms of notifying the player.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine that is capable of appropriately notifying a player. [Means for solving the problem]
[0007] The present invention relates to The game state includes a first game state, a second game state which is more advantageous to a player than the first game state, and a third game state which is more advantageous to a player than the first game state, A means for making a specific determination based on the establishment of a predetermined determination trigger; A first means for enabling a transition to the second gaming state based on the result of the specific judgment becoming a predetermined result; A second means for enabling a transition to the third game state when a predetermined event occurs in a specific game state; The present invention is characterized in that it is provided with: Effect of the Invention
[0008] According to the present invention, it is possible to preferably notify the player. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a front view showing a pachinko machine according to a first embodiment. [Diagram 2] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Diagram 3] 1 is an exploded perspective view showing the main components of a pachinko machine. FIG. [Figure 4] FIG. 2 is a front view showing the configuration of the game board. [Diagram 5] FIG. 4A is a schematic diagram of the second operating port when it is in a closed state, and FIG. 4B is a schematic diagram of the second operating port when it is in an open state. [Figure 6] 1A is a cross-sectional view of the variable winning device in a closed state, and FIG. 1B is a cross-sectional view of the variable winning device in an open state. [Figure 7] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 8] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 9] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 10]11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 11] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 12] FIG. 13 is a diagram showing an example of a win / lose table. [Figure 13] FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Figure 14] FIG. 1A is a diagram showing an example of a variable display time table for a jackpot, and FIG. 1B is a diagram showing an example of a variable display time table for a miss. [Figure 15] 13 is a flowchart showing NMI interrupt processing in the MPU of the main control device. [Figure 16] 13 is a flowchart showing a timer interrupt process. [Figure 17] A flowchart showing the winning process for an operating port. [Figure 18] 13 is a flowchart showing an information acquisition process. [Figure 19] 13 is a flowchart showing a main process. [Figure 20] 13 is a flowchart showing a normal process. [Figure 21] 13 is a flowchart showing a game play control process. [Figure 22] 13 is a flowchart showing a data setting process. [Figure 23] 13 is a flowchart showing a fluctuation start process. [Figure 24] 13 is a flowchart showing a process for setting a variable display time. [Diagram 25] 13 is a flowchart showing a game state transition process. [Figure 26] A flowchart showing the process of opening and closing the large prize opening. [Figure 27] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 28] 13 is a flowchart showing a reserved read-ahead process. [Figure 29] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Diagram 30] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Diagram 31] 13 is a flowchart showing a pending command handling process. [Diagram 32] A diagram showing the configuration of a hold memory area. [Diagram 33] (a) is an explanatory diagram for explaining the hold preview performance, and (b) is an explanatory diagram for explaining the hold change points during a game round. [Diagram 34] 13 is a flowchart showing the setting process for hold notice. [Diagram 35] FIG. 11 is an explanatory diagram for explaining a presentation mode. [Diagram 36] FIG. 13 is a diagram showing an example of a final display mode lottery table. [Figure 37] A figure showing an example of a production scenario lottery table. [Figure 38] 1A is a flowchart showing the first execution process of the pending notice, and FIG. 1B is a diagram showing the configuration of the display mode memory area. [Figure 39] A diagram to explain the change suggestion presentation. [Diagram 40] FIG. 13A is a flowchart showing a shift command response process, and FIG. 13B is a diagram for explaining a shift process of a reserved image. [Diagram 41] 13 is a flowchart showing processing for displaying special chart changes. [Diagram 42] 13 is a flowchart showing a process for switching presentation modes. [Diagram 43] 13 is a flowchart showing a setting process for advance notice return. [Diagram 44] 13 is a flowchart showing the second execution process of the hold notice. [Diagram 45] 13 is a flowchart showing the third execution process of the hold notice. [Figure 46] 13 is a flowchart showing the process for promoting a pending notice. [Figure 47]FIG. 13 is a diagram illustrating an example of a promotion determination table. [Figure 48] FIG. 13 is a diagram showing a display example of a hold image. [Figure 49] FIG. 13 is a diagram showing a display example of a hold image. [Figure 50] FIG. 13 is a diagram showing a display example of a hold image. [Figure 51] 13 is a flowchart showing a pending command handling process according to Modification 1 of the first embodiment. [Figure 52] 13 is a flowchart showing a process for switching presentation modes. [Figure 53] 13 is a flowchart showing a second setting process for hold notice. [Figure 54] 13 is a flowchart showing processing for displaying special chart changes. [Figure 55] FIG. 13 is a diagram showing a display example of a hold image. [Figure 56] 13 is a flowchart showing a rendering mode switching process relating to variant example 2 of the first embodiment. [Figure 57] FIG. 13 is a diagram showing an example of a return determination table. [Figure 58] FIG. 13 is a diagram showing a display example of a hold image. [Figure 59] FIG. 11 is a diagram showing an example of a variable display time table relating to a third modified example of the first embodiment. [Figure 60] 13 is a flowchart showing the setting process for hold notice. [Figure 61] FIG. 13 is a diagram showing an example of a final display mode lottery table. [Figure 62] FIG. 13 is a diagram showing an example of a final display mode lottery table. [Figure 63] 13 is a flowchart showing a process for an opening / closing execution mode. [Figure 64] 13 is a flowchart showing a setting process for advance notice return. [Figure 65] FIG. 13 is a diagram showing an example of a return determination table. [Figure 66] FIG. 13 is a diagram showing a display example of a hold image. [Figure 67]FIG. 13 is a diagram showing a display example of a hold image. [Figure 68] 13A is a flowchart showing an information acquisition process according to a fourth modified example of the first embodiment, and FIG. 13B is a flowchart showing a pending command setting process. [Figure 69] 13 is a flowchart showing a pending command handling process. [Figure 70] 13 is a flowchart showing a first reserved read-ahead process. [Figure 71] 13 is a flowchart showing a process for an opening / closing execution mode. [Figure 72] 13 is a flowchart showing a second reserved read-ahead process. [Figure 73] 13 is a flowchart showing a setting process for advance notice return. [Figure 74] FIG. 13 is a diagram showing an example of an upper limit display mode table. [Figure 75] FIG. 13 is a diagram showing a display example of a hold image. [Figure 76] FIG. 13 is a diagram showing a display example of a hold image. [Figure 77] FIG. 13 is a block diagram showing an electrical configuration according to a fifth modified example of the first embodiment. [Figure 78] 11 is a flowchart showing main processing in the MPU of the performance control device. [Figure 79] 13 is a flowchart showing a normal process. [Figure 80] 13 is a flowchart showing the process for restoring a hold notice. [Figure 81] 13 is a flowchart showing a display mode setting process. [Figure 82] 13 is a flowchart showing processing for displaying special chart changes. [Figure 83] 13 is a flowchart showing the fourth execution process of the hold notice. [Figure 84] 13 is a flowchart showing the process for promoting a pending notice. [Figure 85] FIG. 13 is a diagram showing a display example of a hold image. [Figure 86] FIG. 13 is a diagram showing a display example of a hold image. [Figure 87] 13A is a flowchart showing main processing according to a sixth modified example of the first embodiment, and FIG. 13B is a flowchart showing normal processing. [Figure 88] 13 is a flowchart showing a performance setting process. [Figure 89] 13 is a flowchart showing a display mode setting process. [Figure 90] FIG. 13 is a diagram showing a display example of a hold image. [Figure 91] FIG. 13 is a diagram showing a display example of a hold image. [Figure 92] 13 is a flowchart showing a rendering mode switching process relating to variant example 7 of the first embodiment. [Figure 93] 13 is a flowchart showing a mode switching determination process. [Figure 94] A figure showing how switching of presentation modes is restricted. [Figure 95] FIG. 13 is a diagram showing a switching manner of the rendering mode in the eighth modified example of the first embodiment. [Figure 96] 13 is a flowchart showing a process for switching presentation modes. [Figure 97] 13 is a flowchart showing a pending command handling process. [Figure 98] 13 is a flowchart showing a second setting process for hold notice. [Figure 99] FIG. 13 is a diagram showing a display example of a hold image. [Figure 100] 13 is an explanatory diagram for explaining the contents of various counters used in a win / lose lottery in the second embodiment. FIG. [Figure 101] FIG. 2A is a diagram showing an example of a win / loss table for the low probability mode, and FIG. 2B is a diagram showing an example of a win / loss table for the high probability mode. [Figure 102] (a) is a diagram showing an example of a jackpot type table for the first special chart, (b) is a diagram showing an example of a jackpot type table for the second special chart, and (c) is a diagram showing an example of the second time-saving game state. [Figure 103](a) is a diagram showing an example of a support lottery table for the low-frequency support mode, (b) is a diagram showing an example of a support lottery table for the high-frequency support mode, and (c) is a diagram showing an example of a device opening and closing game. [Figure 104] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 105] A flowchart showing the winning process for an operating port. [Fig. 106] 13 is a flowchart showing an information acquisition process. [Figure 107] 13 is a flowchart showing a normal process. [Figure 108] A flowchart showing special chart game play control processing. [Fig. 109] 13 is a flowchart showing a data setting process. [Figure 110] 13 is a flowchart showing a fluctuation start process. [Figure 111] 13 is a flowchart showing a process for setting a variable display time. [Figure 112] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 113] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 114] 13 is a flowchart showing a game state transition process. [Figure 115] A flowchart showing the process of opening and closing the large prize opening. [Fig. 116] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 117] 13 is a flowchart showing a high probability mode update / termination process. [Figure 118] 13 is a flowchart showing a process for updating and terminating the high frequency support mode. [Figure 119] 13 is a flowchart showing processing for transitioning to a second time-saving gaming state. [Figure 120] 1A is a flowchart showing a process for starting a confirmed display, and FIG. 1B is a flowchart showing a process for ending a confirmed display. [Figure 121]13 is a flowchart showing the general game play control processing. [Figure 122] 13 is a flowchart showing the process of starting map fluctuations. [Figure 123] 13 is a flowchart showing a process for electric utility support. [Figure 124] 13 is a flowchart showing the process of opening and closing the reels. [Fig. 125] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 126] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 127] 13 is a flowchart showing a first transition performance setting process. [Figure 128] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 129] 13 is a flowchart showing a second transition performance setting process. [Fig. 130] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 131] 13 is a flowchart showing an ending performance setting process. [Fig. 132] 13 is a flowchart showing processing for displaying special chart changes. [Fig. 133] 13A is a flowchart showing the process for updating the remaining number of times display, and FIG. 13B is a flowchart showing the process for updating the number of times of failure display. [Fig. 134] 13 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state. FIG. [Fig. 135] 13 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state. FIG. [Fig. 136] 13 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state. FIG. [Fig. 137] FIG. 13 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state in the first modified example pertaining to the second embodiment. [Figure 138] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 139]FIG. 13 is a diagram for explaining a second time-saving gaming state in accordance with variant example 2 of the second embodiment. [Fig. 140] 13 is a flowchart showing processing for transitioning to a second time-saving gaming state. [Fig. 141] 13 is an explanatory diagram for explaining the flow of transition to the second time-shortened gaming state. FIG. [Fig. 142] FIG. 13 is a diagram showing an example of a win / lose table relating to variant example 3 of the second embodiment. [Fig. 143] FIG. 13 is a diagram showing an example of a type table for big wins. [Fig. 144] FIG. 13A is a diagram showing an example of a type table for special misses, and FIG. 13B is a diagram showing an example of a third time-saving gaming state. [Fig. 145] A flowchart showing special chart game play control processing. [Fig. 146] 13 is a flowchart showing a fluctuation start process. [Fig. 147] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 148] 13 is a flowchart showing processing for transitioning to the third time-saving gaming state. [Figure 149] 13 is a flowchart showing a process for starting a final display. [Fig. 150] 13 is a flowchart showing a performance setting process. [Fig. 151] 13 is a flowchart showing processing for displaying special chart changes. [Fig. 152] 13 is a flowchart showing processing for starting fluctuations. [Fig. 153] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 154] 13 is an explanatory diagram for explaining the flow of transition to the third time-shortened gaming state. FIG. [Fig. 155] 13 is an explanatory diagram for explaining the flow of transition to the third time-shortened gaming state. FIG. [Fig. 156] FIG. 13 is an explanatory diagram for explaining the flow of the regular game round in the final game round. [Fig. 157] FIG. 13 is a diagram showing an example of a win / lose table relating to variant example 4 of the second embodiment. [Fig. 158] 13A and 13B are diagrams showing an example of a type table for a big win, and FIG. 13C is a diagram showing an example of a third time-saving gaming state. [Fig. 159] 13 is a flowchart showing processing for transitioning to the third time-saving gaming state. [Fig. 160] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 161] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 162] 13 is a flowchart showing a performance setting process. [Fig. 163] 13A is a flowchart showing a first transition effect setting process, and FIG. 13B is a diagram showing an example of a game play effect for the first time-saving game state. [Fig. 164] 13A is a flowchart showing the process for setting the third transition effect, and FIG. 13B is a diagram showing an example of a game play effect for the third time-saving game state. [Fig. 165] 13 is a flowchart showing processing for displaying special chart changes. [Fig. 166] 1A is a flowchart showing the process for starting the fluctuation, and FIG. 1B is an explanatory diagram for explaining the correspondence between the fluctuation display pattern and the performance for each game round. [Fig. 167] A diagram showing examples of specific effects A to E. [Fig. 168] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 169] A figure showing an example of a win / lose table related to variant example 5 of the second embodiment. [Fig. 170] 13A and 13B are diagrams showing an example of a type table for a big win, and FIG. 13C is a diagram showing an example of a third time-saving gaming state. [Fig. 171] 13 is a flowchart showing processing for transitioning to the third time-saving gaming state. [Fig. 172] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 173] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 174] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 175] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 176] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 177] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 178] FIG. 13 is a diagram showing an example of a win / lose table relating to variant example 6 of the second embodiment. [Fig. 179] 13A and 13B are diagrams showing an example of a type table for big wins, FIG. 13C is a diagram showing an example of a second time-shortened gaming state, and FIG. 13D is a diagram showing an example of a third time-shortened gaming state. [Fig. 180] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 181] A flowchart showing special chart game play control processing. [Fig. 182] 13 is a flowchart showing a fluctuation start process. [Fig. 183] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 184] 13 is a flowchart showing a high frequency support mode update process. [Fig. 185] 13 is a flowchart showing a process for determining a transition to a second time-shortened gaming state. [Fig. 186] 13 is a flowchart showing a process for determining a transition to the third time-shortened gaming state. [Fig. 187] 13 is a flowchart showing a process for ending the high frequency support mode. [Fig. 188] 13 is a flowchart showing processing for transitioning to a time-saving gaming state. [Fig. 189] 13 is a flowchart showing a process for starting a final display. [Fig. 190] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 191] 13 is a flowchart showing a fluctuation start process according to the seventh modified example of the second embodiment. [Fig. 192] 13 is a flowchart showing a process for determining a transition to the third time-shortened gaming state. [Fig. 193] 13 is a flowchart showing a process for determining a transition to a second time-shortened gaming state. [Fig. 194] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 195] FIG. 13A is a diagram showing an example of a type table for special misses in the eighth modified example of the second embodiment, and FIG. 13B is a diagram showing an example of a third time-saving gaming state. [Fig. 196] 13 is a flowchart showing a fluctuation start process. [Figure 197] 13 is a flowchart showing a process B for determining a transition to the third time-shortened gaming state. [Figure 198] 13 is a flowchart showing a process B for determining a transition to the second time-shortened gaming state. [Figure 199] 13 is a flowchart showing processing for transitioning to a time-saving gaming state. [Figure 200] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Figure 201] 13 is a flowchart showing a fluctuation start process according to a ninth modified example of the second embodiment. [Fig. 202] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 203] 13 is a flowchart showing a fluctuation start process according to a tenth modified example of the second embodiment. [Fig. 204] 13 is a flowchart showing a process for determining a transition to a second time-shortened gaming state. [Fig. 205] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 206] FIG. 13 is an explanatory diagram for explaining the flow of the game state. [Fig. 207] FIG. 23 is an explanatory diagram for explaining an external signal according to an eleventh modification of the second embodiment. [Fig. 208] FIG. 23 is an explanatory diagram for explaining an external signal according to a twelfth modification of the second embodiment. [Fig. 209] FIG. 2 is an explanatory diagram for explaining an external signal. [Fig. 210]FIG. 2A is a diagram for explaining a connection terminal, and FIG. 2B is a diagram for explaining characteristics of an external signal. [Fig. 211] 13 is an explanatory diagram for explaining the contents of various counters used in the win / lose lottery in the third embodiment. FIG. [Fig. 212] FIG. 2A is a diagram showing an example of a win / loss table for the low probability mode, and FIG. 2B is a diagram showing an example of a win / loss table for the high probability mode. [Fig. 213] FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Fig. 214] FIG. 13A is a diagram showing an example of a type of special miss result, and FIG. 13B is a diagram showing an example of a type of sudden time-saving game state. [Fig. 215] FIG. 13 is a diagram showing an example of a support lottery table. [Fig. 216] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Fig. 217] A flowchart showing the winning process for an operating port. [Fig. 218] 13 is a flowchart showing an information acquisition process. [Fig. 219] 13 is a flowchart showing a normal process. [Fig. 220] A flowchart showing special chart game play control processing. [Fig. 221] 13 is a flowchart showing a data setting process. [Fig. 222] 13 is a flowchart showing a fluctuation start process. [Fig. 223] 13 is a flowchart showing a game state transition process. [Fig. 224] A flowchart showing the process of opening and closing the large prize opening. [Fig. 225] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 226] 13 is a flowchart showing a high frequency support mode update process. [Fig. 227]1A is a flowchart showing a process for determining whether or not a sudden transition to a time-saving gaming state has occurred, and FIG. 1B is a diagram showing the configuration of a RAM. [Fig. 228] 13 is a flowchart showing a reservation process. [Fig. 229] 13 is a flowchart showing a process for setting a variable display time. [Fig. 230] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 231] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 232] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 233] This is a diagram to explain the special reach miss A performance and the special reach miss B performance. [Fig. 234] 13 is a flowchart showing a process for ending the high frequency support mode. [Fig. 235] 13 is a flowchart showing the first transition process for the sudden time-saving gaming state. [Fig. 236] 13 is a flowchart showing the second transition process for the sudden time-saving gaming state. [Fig. 237] 13 is a flowchart showing the general game play control processing. [Fig. 238] 1A is a flowchart showing the process of starting normal map fluctuations, and FIG. 1B is a diagram showing an example of the fluctuation display time. [Fig. 239] 1A is a flowchart showing the processing for supporting electric roles, and FIG. 1B is a diagram showing an example of the manner in which the reels are opened and closed when playing. [Fig. 240] 13 is a flowchart showing the process of opening and closing the reels. [Fig. 241] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 242] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Fig. 243] 13 is a flowchart showing a first transition performance setting process. [Fig. 244] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 245]13 is a flowchart showing processing for displaying special chart changes. [Fig. 246] 13A is a flowchart showing a second transition performance setting process, and FIG. 13B is a diagram showing a display example of the pattern display device. [Fig. 247] FIG. 13A is a flowchart showing a process for setting a performance for reservation, and FIG. 13B is a diagram showing an example of a display of an image for reservation. [Fig. 248] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 249] FIG. 13A is a flowchart showing the process for setting the final effect, and FIG. 13B is a diagram showing an example of the display of the pattern display device. [Fig. 250] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Fig. 251] 13 is a flowchart showing a process for determining a transition to a sudden time-saving gaming state in the first modified example of the third embodiment. [Fig. 252] 13 is a flowchart showing a reservation update process. [Fig. 253] 13A is a flowchart showing a performance setting process, and FIG. 13B is a flowchart showing a reservation image update process. [Fig. 254] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Figure 255] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 256] FIG. 13A is a diagram showing an example of a sudden time-shortening gaming state according to Modification 2 of the third embodiment, and FIG. 13B is a diagram showing a priority information storage area. [Fig. 257] FIG. 1A is a diagram showing an example of a normal game play in a sudden time-saving game state, and FIG. 1B is a diagram showing an example of a device opening and closing game. [Fig. 258] 13 is a flowchart showing a reservation update process. [Fig. 259] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Fig. 260]FIG. 13A is a diagram showing an example of a sudden time-shortened gaming state according to Modification 3 of the third embodiment, and FIG. 13B is a diagram showing a counter area for the time-shortened gaming state. [Fig. 261] 13A is a flowchart showing a process for determining whether or not a game state has suddenly shifted to a time-saving gaming state, and FIG. 13B is a diagram showing an occurrence order information storage area. [Fig. 262] 13 is a flowchart showing a reservation process. [Fig. 263] 13 is a flowchart showing a process for setting a variable display time. [Fig. 264] 13 is a flowchart showing a high frequency support mode update process. [Fig. 265] 13 is a flowchart showing the first transition process for the sudden time-saving gaming state. [Fig. 266] 13 is a flowchart showing the second transition process for the sudden time-saving gaming state. [Fig. 267] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Fig. 268] A diagram showing the state of the counter area for the time-saving game state. [Fig. 269] FIG. 13(a) is a diagram showing a time-shortened gaming state counter area according to a fourth modified example of the third embodiment, and FIG. 13(b) is a diagram showing an occurrence order information storage area. [Fig. 270] 13 is a flowchart showing a reservation process. [Fig. 271] 13 is a flowchart showing a high frequency support mode update process. [Fig. 272] 13 is a flowchart showing the second transition process for the sudden time-saving gaming state. [Fig. 273] 13 is a flowchart showing an ending performance setting process. [Fig. 274] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 275] FIG. 13(a) is a diagram showing a counter area for a time-shortened gaming state according to a fifth modified example of the third embodiment, and FIG. 13(b) is a diagram showing an example of the priority of each time-shortened gaming state. [Fig. 276]FIG. 13A is a flowchart showing a process for determining whether or not a sudden transition to a time-shortened gaming state has occurred, and FIG. 13B is a diagram showing the state of a counter area for the time-shortened gaming state. [Fig. 277] FIG. 13A is a flowchart showing the reservation process, and FIG. 13B is a diagram showing the state of the counter area for the time-saving game mode. [Fig. 278] 13 is a flowchart showing a high frequency support mode update process. [Fig. 279] 13 is a flowchart showing the first transition process for the sudden time-saving gaming state. [Fig. 280] 13A is a flowchart showing a second transition process for a sudden time-shortened gaming state, and FIG. 13B is a diagram showing the state of a counter area for the time-shortened gaming state. [Fig. 281] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Fig. 282] A diagram showing the state of the counter area for the time-saving game state. [Fig. 283] FIG. 13(a) is a diagram showing an example of a time-shortening gaming state according to a sixth modified example of the third embodiment, and FIG. 13(b) is a diagram showing an example of the priority of each time-shortening gaming state. [Fig. 284] FIG. 1A is a diagram showing an example of a normal game play in the time-saving game state, and FIG. 1B is a diagram showing an example of a device opening and closing game. [Fig. 285] 13 is a flowchart showing a process for determining a transition to a sudden time-saving gaming state. [Fig. 286] 13 is a flowchart showing a process for setting a variable display time. [Fig. 287] 13 is a flowchart showing the first transition process for the sudden time-saving gaming state. [Fig. 288] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Fig. 289] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 290] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Fig. 291]This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Fig. 292] This is an explanatory diagram to explain the flow when a special miss result occurs during the time-saving game state. [Fig. 293] (a) is a diagram showing an example of a ceiling time-saving gaming state in variant example 7 of the third embodiment, (b) is a diagram showing an example of types of time-saving gaming states, and (c) is a diagram showing an example of the priority of each time-saving gaming state. [Fig. 294] 1A is a flowchart showing the fluctuation start processing, and FIG. 1B is a flowchart showing the special chart play count control processing. [Fig. 295] 13 is a flowchart showing the process for determining a transition to the ceiling time-saving gaming state. [Fig. 296] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 297] A flowchart showing the process for transitioning to the ceiling time-saving gaming state. [Figure 298] This is an explanatory diagram to explain the flow when the number of miss plays reaches the ceiling number of plays during the time-saving play state or when a special miss result occurs. [Figure 299] FIG. 13A is a diagram showing an example of a win / lose table for a low probability mode in accordance with variant 8 of the third embodiment, and FIG. 13B is a diagram showing an example of a special loss result. [Figure 300] FIG. 13 is a diagram showing an example of a special miss result. [Fig. 301] 13 is a flowchart showing a process for determining a transition to a sudden time-saving gaming state. [Fig. 302] 13 is a flowchart showing a reservation release process. [Fig. 303] 13 is a flowchart showing a process for setting a variable display time. [Fig. 304] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 305] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 306] 13 is a flowchart showing a performance setting process. [Fig. 307] FIG. 13 is a diagram illustrating an example of a reservation display section. [Fig. 308] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 309] 13 is an explanatory diagram for explaining the contents of various counters used in the winning / losing lottery in the fourth embodiment. FIG. [Fig. 310] FIG. 2A is a diagram showing an example of a win / loss table for the low probability mode, and FIG. 2B is a diagram showing an example of a win / loss table for the high probability mode. [Fig. 311] 1A is a diagram showing an example of a jackpot type table for the first special chart, FIG. 1B is a diagram showing an example of a jackpot type table for the second special chart, and FIG. 1C is a diagram showing an example of a sudden time-saving game state. [Fig. 312] FIG. 13 is a diagram showing an example of a support lottery table. [Fig. 313] FIG. 1A is a diagram showing an example of a normal winning type table, and FIG. 1B is a diagram showing an example of a low winning device opening and closing game. [Fig. 314] FIG. 13 is a diagram showing an example of a high prize device opening and closing game. [Fig. 315] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Fig. 316] A flowchart showing the winning process for an operating port. [Fig. 317] 13 is a flowchart showing an information acquisition process. [Fig. 318] 13 is a flowchart showing a normal process. [Fig. 319] A flowchart showing special chart game play control processing. [Fig. 320] 13 is a flowchart showing a data setting process. [Fig. 321] 13 is a flowchart showing a fluctuation start process. [Fig. 322] 13 is a flowchart showing a game state transition process. [Figure 323] A flowchart showing the process of opening and closing the large prize opening. [Fig. 324] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Fig. 325]13 is a flowchart showing a high frequency support mode update process. [Fig. 326] 13 is a flowchart showing a process for determining a transition to a sudden time-saving gaming state. [Fig. 327] 13 is a flowchart showing a process for setting a variable display time. [Fig. 328] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 329] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 330] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 331] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 332] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 333] 13 is a flowchart showing a process for ending the high frequency support mode. [Fig. 334] 13 is a flowchart showing the process for suddenly transitioning to a time-saving gaming state. [Figure 335] 1A is a flowchart showing the general game play control process, and FIG. 1B is a diagram showing an example of the confirmed display time. [Fig. 336] 13 is a flowchart showing the process of starting map fluctuations. [Figure 337] 1A is a diagram showing an example of a stop result for a normal winning combination, and FIG. 1B is a diagram showing an example of a variable display time. [Figure 338] 13 is a flowchart showing a process for electric utility support. [Figure 339] 1A is a flowchart showing an opening count setting process, and FIG. 1B is a flowchart showing an upper limit opening time setting process. [Fig. 340] 13 is a flowchart showing the process of opening and closing the reels. [Fig. 341] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 342] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 343]13 is a flowchart showing a first transition performance setting process. [Fig. 344] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 345] 13 is a flowchart showing processing for displaying special chart changes. [Fig. 346] 13A is a flowchart showing a second transition performance setting process, and FIG. 13B is a diagram showing a display example of the pattern display device. [Figure 347] 13 is a flowchart showing an ending performance setting process. [Fig. 348] 13 is a flowchart showing the process for displaying general map changes. [Figure 349] FIG. 13 is a diagram for explaining the general map display area. [Fig. 350] A diagram to explain the changing display in the general map display area. [Fig. 351] 13 is a flowchart showing a stop result setting process. [Fig. 352] 13 is a flowchart showing a process for changing a stop result. [Fig. 353] 13 is a flowchart showing a process for special light emission effects. [Fig. 354] FIG. 13 is a diagram showing an example of a special light-emitting effect. [Figure 355] 13 is a flowchart showing a start timing setting process. [Fig. 356] FIG. 13 is an explanatory diagram for explaining an example of switching of the operation mode of the normal side game. [Figure 357] FIG. 13 is an explanatory diagram for explaining an example of switching of the operation mode of the normal side game. [Figure 358] FIG. 13 is an explanatory diagram for explaining an example of switching of the operation mode of the normal side game. [Figure 359] FIG. 13 is an explanatory diagram for explaining an example of switching of the operation mode of the normal side game. [Figure 360] FIG. 11 is an explanatory diagram for explaining the start timing of the special light-emitting effect. [Fig. 361] FIG. 13 is a diagram showing an example of a high prize device opening and closing game relating to variant example 1 of the fourth embodiment. [Fig. 362]13 is a flowchart showing the process of opening and closing the reels. [Figure 363] 1A is a flowchart showing an upper limit open time setting process, and FIG. 1B is a flowchart showing a closed time setting process. [Fig. 364] FIG. 13 is an explanatory diagram for explaining an example of switching of the operation mode of the normal side game. [Figure 365] FIG. 13 is an explanatory diagram for explaining an example of switching of the operation mode of the normal side game. [Fig. 366] FIG. 13 is a diagram showing an example of a high prize device opening and closing game relating to variant example 2 of the fourth embodiment. [Figure 367] 13 is a flowchart showing the process of opening and closing the reels. [Figure 368] 13 is a flowchart showing an opening count change process. [Fig. 369] FIG. 13 is an explanatory diagram for explaining an example of switching of the operation mode of the normal side game. [Fig. 370] A figure showing the configuration of a special image display unit in a fifth embodiment. [Fig. 371] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 372] FIG. 2A is a diagram showing an example of a win / loss table for the low probability mode, and FIG. 2B is a diagram showing an example of a win / loss table for the high probability mode. [Fig. 373] FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Fig. 374] FIG. 1A is a diagram showing an example of a type of special miss result, FIG. 1B is a diagram showing an example of a sudden time-saving game state, and FIG. 1C is a diagram showing an example of a ceiling time-saving game state. [Figure 375] FIG. 13 is a diagram showing an example of a support lottery table. [Fig. 376] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Figure 377] A flowchart showing the winning process for an operating port. [Figure 378] 13 is a flowchart showing an information acquisition process. [Figure 379] 13 is a flowchart showing a normal process. [Figure 380] A flowchart showing special chart game play control processing. [Figure 381] 13 is a flowchart showing a data setting process. [Figure 382] 13 is a flowchart showing a fluctuation start process. [Figure 383] A figure showing an example of a stop result table for a jackpot corresponding to the second special chart. [Figure 384] FIG. 1A is a diagram showing an example of a stop result table for a jackpot corresponding to the first special chart, and FIG. 1B is a diagram showing an example of a stop result table for a special miss. [Figure 385] FIG. 1A is a diagram showing an example of a stop result table for a normal miss corresponding to the second special pattern, and FIG. 1B is a diagram showing an example of a stop result table for a normal miss corresponding to the first special pattern. [Figure 386] 13 is a flowchart showing a game state transition process. [Figure 387] A flowchart showing the process of opening and closing the large prize opening. [Figure 388] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 389] 13 is a flowchart showing a high frequency support mode update process. [Figure 390] 13 is a flowchart showing the process for determining a transition to the ceiling time-saving gaming state. [Figure 391] 13 is a flowchart showing a priority process. [Figure 392] 13 is a flowchart showing a process for determining a transition to a sudden time-saving gaming state. [Figure 393] 13 is a flowchart showing a process for setting a variable display time. [Figure 394] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 395] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 396] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 397] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 398] 13 is a flowchart showing a process for ending the high frequency support mode. [Figure 399] 13 is a flowchart showing the process for transitioning to a time-saving gaming state. [Figure 400] 13 is a flowchart showing the general game play control processing. [Fig. 401] 1A is a flowchart showing the process of starting a normal map change, and FIG. 1B is a diagram showing an example of the normal map change display time. [Fig. 402] FIG. 13 is a diagram showing an example of a device opening and closing game. [Fig. 403] 13 is a flowchart showing a process for electric utility support. [Fig. 404] 13 is a flowchart showing the process of opening and closing the reels. [Fig. 405] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Fig. 406] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Fig. 407] 13 is a flowchart showing a first transition performance setting process. [Fig. 408] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 409] 13 is a flowchart showing a remaining number of times process. [Fig. 410] 13 is a flowchart showing processing for displaying special chart changes. [Fig. 411] 13 is a flowchart showing processing for starting fluctuations. [Fig. 412] 13 is a flowchart showing the first setting process for the presentation for a game play. [Fig. 413] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 414] 13 is a flowchart showing a second setting process for the presentation for a game play. [Fig. 415] 13 is a flowchart showing the third setting process for the presentation for a game play. [Fig. 416]13 is a flowchart showing the fourth setting process for the presentation for a game play. [Fig. 417] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 418] 13 is a flowchart showing a process for updating the display of the number of misses. [Fig. 419] 13A is a flowchart showing a second transition performance setting process, and FIG. 13B is a diagram showing a display example of the pattern display device. [Fig. 420] 13A is a flowchart showing a third transition performance setting process, and FIG. 13B is a flowchart showing an end performance setting process. [Fig. 421] 13 is an explanatory diagram for explaining the flow of play during the time-saving play state. FIG. [Fig. 422] 13 is an explanatory diagram for explaining the flow of play during the time-saving play state. FIG. [Fig. 423] 13 is an explanatory diagram for explaining the flow of play during the time-saving play state. FIG. [Fig. 424] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 425] FIG. 13 is a diagram showing a display example of a pattern display device relating to variant example 1 of the fifth embodiment. [Fig. 426] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 427] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 428] 23 is a flowchart showing a fluctuation start process according to the second modified example of the fifth embodiment. [Fig. 429] 13 is a flowchart showing a stop result setting process for a special miss. [Fig. 430] FIG. 13 illustrates an example of a stop result table. [Fig. 431] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 432] 13 is an explanatory diagram for explaining the flow of play during the time-saving play state. FIG. [Fig. 433] FIG. 13 is a diagram showing another example of a special chart display section. [Fig. 434] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 435] 13 is an explanatory diagram for explaining the configuration regarding the discharge of game balls that have flowed down the game area in the sixth embodiment. FIG. [Fig. 436] FIG. [Fig. 437] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 438] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 439] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 440] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 441] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Fig. 442] 4 is an explanatory diagram for explaining various tables stored in a main ROM. FIG. [Figure 443] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Figure 444] FIG. 11 is an explanatory diagram for explaining a setting mode of programs and data in a main ROM. [Figure 445] FIG. 2 is an explanatory diagram for explaining a setting mode of each area in the main RAM. [Fig. 446] 4 is a flowchart showing main processing in the MPU of the main control device. [Figure 447] 13 is a flowchart showing a setting value update process. [Figure 448] 13 is a flowchart showing a setting confirmation process. [Fig. 449] 13 is a flowchart showing a timer interrupt process. [Fig. 450] 13 is a flowchart showing a special chart special electric control process. [Fig. 451] 13 is a flowchart showing the special chart change start process. [Fig. 452] This is an explanatory diagram to explain the configuration for inputting the detection results of the ball entry detection sensor. [Fig. 453] 13 is a flowchart showing a ball scoring detection process. [Fig. 454] A block diagram to explain the electrical configuration of a dispensing control device and various devices that communicate with the dispensing control device. [Fig. 455] This is a flowchart showing timer interrupt processing in the MPU of the dispensing control device. [Fig. 456] 13 is a flowchart showing base value and ball difference processing. [Fig. 457] 13 is a flowchart showing execution processing for base value and ball difference number. [Fig. 458] 13 is a flowchart showing a base value calculation process. [Fig. 459] FIG. 13 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Fig. 460] 13 is a flowchart showing an excess determination process. [Fig. 461] FIG. 4A is a flowchart showing a display setting process, and FIG. 4B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Fig. 462] 13 is a flowchart showing a notification display process. [Fig. 463] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Fig. 464] 13 is a flowchart showing a process for determining whether to stop playing a game. [Fig. 465] 13A is a flowchart showing an excess start-up process, and FIG. 13B is a flowchart showing a partial clear process. [Fig. 466] 13 is a flowchart showing a partial clearing execution process. [Fig. 467] 1A is an explanatory diagram for explaining the processing flow in game restrictions that utilize the difference in ball count, and FIG. 1B is a diagram showing changes in the difference in ball count. [Fig. 468] FIG. 1A is an explanatory diagram for explaining the mode of the game stop state, and FIG. 1B is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Fig. 469]A figure showing the change in the number of balls difference in the first modified example of the sixth embodiment. [Fig. 470] FIG. 1A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 1B is an explanatory diagram for explaining a lowest point determination process. [Fig. 471] 13 is a flowchart showing an excess determination process. [Fig. 472] 23 is a flowchart showing a power outage information storage process according to a second modification of the sixth embodiment. [Fig. 473] 13 is a flowchart showing a process for clearing when power is interrupted. [Fig. 474] 13 is a flowchart showing a clearing execution process in the event of power interruption. [Fig. 475] An explanatory diagram for explaining the contents of various counters used in winning / losing lotteries in the seventh embodiment. [Fig. 476] FIG. 13 is a diagram showing an example of a win / lose table. [Fig. 477] 1A is a diagram showing an example of a jackpot type table for the first special chart, FIG. 1B is a diagram showing an example of a jackpot type table for the second special chart, and FIG. 1C is a diagram showing an example of a sudden time-saving game state. [Fig. 478] FIG. 13 is a diagram showing an example of a support lottery table. [Fig. 479] 13 is a flowchart showing timer interrupt processing in the MPU of the main control device. [Fig. 480] A flowchart showing the winning process for an operating port. [Figure 481] 13 is a flowchart showing an information acquisition process. [Figure 482] 13 is a flowchart showing a normal process. [Figure 483] A flowchart showing special chart game play control processing. [Figure 484] 13 is a flowchart showing a data setting process. [Figure 485] 13 is a flowchart showing a fluctuation start process. [Figure 486] 13 is a flowchart showing a game state transition process. [Figure 487] A flowchart showing the process of opening and closing the large prize opening. [Figure 488] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 489] 13 is a flowchart showing a high-probability mode updating process. [Fig. 490] 13 is a flowchart showing a high frequency support mode update process. [Fig. 491] (a) is a flowchart showing the process for determining whether or not a transition to a sudden time-saving game state occurs, and (b) is an explanatory diagram for explaining the relationship between the game state when a special miss result occurs and whether or not a transition to a sudden time-saving game state occurs. [Fig. 492] 13 is a flowchart showing a process for setting a variable display time. [Figure 493] FIG. 13 is an explanatory diagram for explaining the corresponding variable display time table. [Figure 494] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 495] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 496] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 497] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 498] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 499] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 500] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 501] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 502] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 503] 13 is a flowchart showing a high probability mode ending process. [Figure 504] 13 is a flowchart showing a process for ending the high frequency support mode. [Figure 505] 13 is a flowchart showing the process for suddenly transitioning to a time-saving gaming state. [Figure 506] 13 is a flowchart showing the general game play control processing. [Figure 507] 1A is a flowchart showing the process of starting normal map fluctuations, and FIG. 1B is a diagram showing an example of the fluctuation display time. [Figure 508] 1A is a flowchart showing the processing for supporting electric roles, and FIG. 1B is a diagram showing an example of the manner in which the reels are opened and closed when playing. [Figure 509] 13 is a flowchart showing the process of opening and closing the reels. [Fig. 510] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 511] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Figure 512] 13 is a flowchart showing a first transition performance setting process. [Figure 513] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 514] 13 is a flowchart showing processing for displaying special chart changes. [Figure 515] 1A is a flowchart showing the process for starting the fluctuation, and FIG. 1B is an explanatory diagram for explaining the correspondence between the fluctuation display pattern and the performance for each game round. [Fig. 516] 13 is a flowchart showing a second transition performance setting process. [Figure 517] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 518] 13 is a flowchart showing an ending performance setting process. [Figure 519] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 520] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 521] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Figure 522] A figure showing an example of a big win type table for the second special chart in variant example 1 of the seventh embodiment. [Figure 523] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 524] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Figure 525] 23 is a flowchart showing a process for determining a transition to a sudden time-saving gaming state in the second variant of the seventh embodiment. [Fig. 526] FIG. 13 is a diagram showing an example of a variable display time table. [Figure 527] 13 is a flowchart showing the process for executing guide performance. [Figure 528] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 529] FIG. 13 is a diagram showing an example of a variable display time table. [Fig. 530] FIG. 13 is an explanatory diagram for explaining the flow of the game. [Fig. 531] FIG. 23 is an explanatory diagram for explaining the configuration regarding the discharge of game balls that have flowed down the game area in the eighth embodiment. [Figure 532] FIG. [Figure 533] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 534] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 535] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Fig. 536] 11 is a diagram for explaining the display contents on the display screen of the pattern display device. FIG. [Figure 537] FIG. 13 is an explanatory diagram for explaining the contents of various counters used in lotteries, etc. [Figure 538] 4 is an explanatory diagram for explaining various tables stored in a main ROM. FIG. [Figure 539] FIG. 1A is a diagram showing an example of a jackpot type table for a first special symbol, and FIG. 1B is a diagram showing an example of a jackpot type table for a second special symbol. [Fig. 540] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Figure 541] FIG. 11 is an explanatory diagram for explaining a setting mode of programs and data in a main ROM. [Fig. 542] FIG. 2 is an explanatory diagram for explaining a setting mode of each area in the main RAM. [Figure 543] 4 is a flowchart showing main processing in the MPU of the main control device. [Figure 544] 13 is a flowchart showing a setting value update process. [Figure 545] 13 is a flowchart showing a setting confirmation process. [Figure 546] 13 is a flowchart showing a timer interrupt process. [Figure 547] 13 is a flowchart showing a special chart special electric control process. [Figure 548] 13 is a flowchart showing the special chart change start process. [Figure 549] 13 is a flowchart showing processing during special chart change. [Fig. 550] 13 is a flowchart showing special call start processing. [Fig. 551] 13 is a flowchart showing special call termination processing. [Figure 552] 13 is a flowchart showing a transition process when an opening / closing execution mode is ended. [Figure 553] 13 is a flowchart showing a process for updating a high probability mode and a high frequency support mode. [Fig. 554] 13 is a flowchart showing a process for terminating the high probability mode / high frequency support mode. [Figure 555] This is an explanatory diagram to explain the configuration for inputting the detection results of the ball entry detection sensor. [Fig. 556] 13 is a flowchart showing a ball scoring detection process. [Figure 557] A block diagram to explain the electrical configuration of a dispensing control device and various devices that communicate with the dispensing control device. [Figure 558] This is a flowchart showing timer interrupt processing in the MPU of the dispensing control device. [Figure 559] 13 is a flowchart showing base value and ball difference processing. [Fig. 560]13 is a flowchart showing execution processing for base value and ball difference number. [Fig. 561] 13 is a flowchart showing a base value calculation process. [Fig. 562] FIG. 13 is an explanatory diagram for explaining the setting manner of each area in a work area for non-specific control. [Figure 563] 13 is a flowchart showing an excess determination process. [Fig. 564] FIG. 13 is a diagram showing changes in the number of ball differences. [Fig. 565] FIG. 1A is an explanatory diagram for explaining a setting mode of a work area for non-specific control, and FIG. 1B is an explanatory diagram for explaining a lowest point determination process. [Fig. 566] FIG. 4A is a flowchart showing a display setting process, and FIG. 4B is an explanatory diagram for explaining the correspondence between the value of a display type counter and the display type. [Figure 567] 13 is a flowchart showing a notification display process. [Figure 568] FIG. 4 is an explanatory diagram for explaining display contents of a notification display device. [Fig. 569] 13 is a flowchart showing a process for determining whether to stop playing a game. [Fig. 570] 13A is a flowchart showing an excess start-up process, and FIG. 13B is a flowchart showing a partial clear process. [Fig. 571] 13 is a flowchart showing a partial clearing execution process. [Fig. 572] 1A is an explanatory diagram for explaining the processing flow in game restrictions that utilize the difference in ball count, and FIG. 1B is a diagram showing changes in the difference in ball count. [Fig. 573] FIG. 1A is an explanatory diagram for explaining the mode of the game stop state, and FIG. 1B is an explanatory diagram for explaining the mode of the initialization process when power is restored. [Figure 574] A block diagram showing the electrical configuration of the performance control device and its peripheral devices. [Figure 575] 10 is a flowchart showing a performance setting process in an MPU of a performance control device. [Fig. 576]13 is a flowchart showing processing for displaying special chart changes. [Figure 577] 13 is a flowchart showing processing for starting fluctuations. [Figure 578] 13 is a flowchart showing a command response process. [Fig. 579] 13 is a flowchart showing a first stop notice process. [Fig. 580] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 581] An explanatory diagram for explaining the update contents and update timing of the first stop notice processing. [Fig. 582] 13 is a flowchart showing a second stop notice process. [Fig. 583] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 584] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 585] 11 is an explanatory diagram for explaining whether or not a stop advance notification is started in each game state and the conditions for its initiation. FIG. [Fig. 586] An explanatory diagram to explain the relationship between each game state and the presence or absence of a stop advance notification. [Figure 587] FIG. 23 is a diagram showing a display example of a pattern display device related to variant example 1 of the eighth embodiment. [Figure 588] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 589] 23 is a flowchart showing a command response process according to a second modification of the eighth embodiment. [Fig. 590] 13 is a flowchart showing a process for setting effects for an opening / closing execution mode. [Fig. 591] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 592] FIG. 2 is a diagram showing a display example of a pattern display device. [Fig. 593] An explanatory diagram to explain the relationship between the opening / closing execution mode performance and the second stop notice notification. [Figure 594] 13 is a flowchart showing a first stop notice process related to the third modification of the eighth embodiment. [Fig. 595] An explanatory diagram to explain the relationship between each game state and the presence or absence of a first stop advance notification. [Fig. 596] FIG. 2 is a diagram showing a display example of a pattern display device. [Figure 597] FIG. 13 is a diagram showing another example of a stop advance notification. [Figure 598] FIG. 13 is a diagram showing another example of a stop advance notification. [Figure 599] FIG. 13 is a diagram showing another example of a stop advance notification. [Figure 600] FIG. 13 is a diagram showing another example of a stop advance notification. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] <First embodiment> A first embodiment of a pachinko gaming machine (hereinafter referred to as a "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of a pachinko machine 10 seen from the front side, and Figs. 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an expanded form. Note that Fig. 2 omits the components inside the play area PE of the pachinko machine 10 for the sake of convenience.
[0011] As shown in FIG. 1, a pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a gaming machine main body 12 attached to this outer frame 11.
[0012] The outer frame 11 is a rectangular frame made of plate materials connected on all four sides. The pachinko machine 10 is installed in the game hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not a required component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the game hall.
[0013] The gaming machine body 12 is supported by the outer frame 11 in an openable and closable state. Specifically, an upper support metal fitting 17 is fixed to the connecting portion between the upper frame portion and the left frame portion of the outer frame 11, and a lower support metal fitting 18 is provided at the connecting portion between the lower frame portion and the left frame portion of the outer frame 11. The upper support metal fitting 17 and the lower support metal fitting 18 form a support mechanism, which allows the gaming machine body 12 to rotate forward of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 relative to the outer frame 11 (see Figures 2 and 3).
[0014] 2, the gaming machine main body 12 includes an inner frame 13 as a base body, a front door frame 14 disposed in front of the inner frame 13, and a back pack unit 15 disposed behind the inner frame 13. The inner frame 13 of the gaming machine main body 12 is supported rotatably relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side as the base end and the right side as the tip end when viewed from the front.
[0015] A front door frame 14 is rotatably supported by the inner frame 13, and can be rotated forward with the left side as the base end and the right side as the tip end when viewed from the front. A back pack unit 15 is rotatably supported by the inner frame 13, and can be rotated backward with the left side as the base end and the right side as the tip end when viewed from the front (see FIG. 3).
[0016] Next, the front door frame 14 will be described. As shown in Fig. 2, the front door frame 14 is mainly composed of a synthetic resin frame body 20 having an outer shape substantially identical to that of the outer frame 11, and covers substantially the entire front area of the inner frame 13. A substantially elliptical window section 21 is formed in the center of the frame body 20 so that substantially the entire area of a play area PE, which will be described later, can be viewed from the front, and the window section 21 is closed by a glass unit 22 from the rear side of the front door frame 14.
[0017] The glass unit 22 includes a plurality of transparent glass panels 23 and a glass holder that holds the glass panels 23. The glass holder is formed with a partition that separates the holding area of the glass panels 23 into front and rear, and the two glass panels 23 face each other from the front and rear with the partition between them. In other words, by ensuring a predetermined gap between the two glass panels 23, the glass panels 23 are prevented from interfering with each other, and the playing area PE is doubly covered from the front side of the pachinko machine 10 by the glass panels 23.
[0018] It is not necessary to unitize both glass panels 23 using a glass holder, and each glass panel 23 may be attached to the frame body 20 individually. Furthermore, the number of glass panels is arbitrary, and may be one, or three or more. However, from the viewpoint of improving safety and crime prevention, it is preferable to employ a plurality of glass panels and arrange the respective glass panels facing each other at the front and rear with a predetermined gap therebetween. Incidentally, it is also possible to employ a panel member made of a transparent synthetic resin instead of the glass panels.
[0019] As shown in FIG. 1, various light emitting means such as lamps are provided around the glass unit 22 (specifically, the window section 21). For example, a lamp section (annular illumination section) 26 incorporating a light emitting means such as an LED is provided along the periphery of the window section 21. The lamp section 26 lights up or blinks in response to changes in the game state, such as when a big win occurs or when a predetermined reach occurs. In addition, an error display lamp section 27 that lights up in the event of a predetermined error is provided at the center of the lamp section 26 and at the top of the pachinko machine 10, and further, prize ball lamp sections 28 that light up during prize ball payout are provided on the left and right sides of the error display lamp section 27. In addition, speaker sections 29 that output sound effects according to the game state are provided in positions close to the left and right prize ball lamp sections 28.
[0020] Below the window 21 in the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32, which bulge toward the front, are arranged side by side. An upper tray 33 that opens upward is provided inside the upper bulge 31, and a lower tray 34 that also opens upward is provided inside the lower bulge 32. The upper tray 33 has the function of temporarily storing game balls paid out from a payout device described later, and guiding them to a game ball launching mechanism described later while aligning them in a row. The lower tray 34 also has the function of storing surplus game balls in the upper tray 33.
[0021] In addition, a performance operation unit 36 (more specifically, a push button) that is manually operated by the player is provided on the upper surface of the upper bulge 31. For example, when the performance operation unit 36 is manually operated in accordance with a suggestion or the like displayed on the display screen G of the symbol display device 75 described later, the performance content on the display screen G or the like becomes a predetermined performance content corresponding to the operation.
[0022] A game ball launching handle 41 is provided to the right of the lower bulge 32 so as to protrude forward. When the game ball launching handle 41 is operated, a game ball is launched from a game ball launching mechanism, which will be described later.
[0023] As shown in Fig. 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage leading to the upper tray 33 and a front door side lower tray passage leading to the lower tray 34. In the passage forming unit 45, a receiving portion that protrudes rearward and opens upward is formed at the upper corner, and the receiving portion is divided into left and right by a partition wall to define an entrance portion of the front door side upper tray passage and an entrance portion of the front door side lower tray passage. Game balls that enter the front door side upper tray passage are guided to the upper tray 33, and game balls that enter the front door side lower tray passage are guided to the lower tray 34.
[0024] Protruding shafts are provided at the upper and lower ends of the pivot base end on the rear surface of the front door frame 14. These protruding shafts constitute an assembly mechanism for the inner frame 13. In addition, at the pivot tip end on the rear surface of the front door frame 14, as shown in Figure 2, a plurality of hook fittings 49 extending rearward are arranged in parallel in the vertical direction. These hook fittings 49 constitute a locking mechanism for the inner frame 13.
[0025] Next, the inner frame 13 will be described in detail with reference to Fig. 2 and Fig. 3. The inner frame 13 is mainly composed of a resin base 50 having an outer shape of a substantially rectangular shape similar to that of the outer frame 11. The height dimension of the resin base 50 is set to be slightly smaller than the height dimension of the outer frame 11. The resin base 50 is disposed close to the upper frame portion of the outer frame 11, and a slight gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A fascia is attached to the outer frame 11 so as to close this gap. The fascia is disposed below the resin base 50 (specifically, its lower end portion), and when the inner frame 13 is closed to the outer frame 11, the resin base 50 rests on the fascia.
[0026] Support fittings 51, 52 are attached to the upper and lower ends of the rotation base end side on the front surface of the resin base 50. Axle holes are formed in the support fittings 51, 52, and the protruding shafts of the front door frame 14 are inserted into these axle holes, thereby supporting the front door frame 14 rotatably relative to the inner frame 13.
[0027] The front end of the resin base 50 is provided with insertion holes for inserting the hooks 49 provided on the back of the front door frame 14. As shown in FIG. 3, the pachinko machine 10 has a configuration in which a locking device 55 for locking the inner frame 13 and the front door frame 14 is hidden and arranged on the back side of the inner frame 13. Therefore, the hooks 49 are engaged with the locking device 55 (more specifically, the front door hook receiving member) through the insertion holes, thereby locking the front door frame 14 to the inner frame 13 so that it cannot be opened. The locking device 55 also has a plurality of inner frame hook members 57 extending rearward from the inner frame 13. The inner frame hook members 57 are hooked on the hook receiving members 19 of the outer frame 11, thereby locking the gaming machine body 12 in a closed state to the outer frame 11.
[0028] A cylinder lock 58 for unlocking the locking device 55 is provided in the lower right corner of the resin base 50. The cylinder lock 58 is integrated with the locking device 55, and the locking device 55 is configured such that when a key inserted into the keyhole of the cylinder lock 58 is turned to the right, the front door frame 14 is unlocked from the inner frame 13, and when the key inserted into the keyhole of the cylinder lock 58 is turned to the left, the inner frame 13 is unlocked from the outer frame 11.
[0029] A substantially elliptical window 54 is formed in the center of the resin base 50, and the window 54 is blocked from the rear by a game board 60 attached to the resin base 50. The game board 60 is made of a wooden plywood and a sheet material covering the front plate surface of the plywood, and its front surface is exposed to the front side of the resin base 50 through the window 54. A game area PE where game balls flow down is formed in this exposed portion, i.e., the front surface of the game board 60. The game board 60 is not limited to being made of wood, and can also be made of synthetic resin.
[0030] Hereinafter, the game board 60 (particularly the various components arranged in the play area PE) will be described with reference to Fig. 4. Fig. 4 is a front view of the game board 60.
[0031] A plurality of openings of various sizes are formed in the game board 60, penetrating in the thickness direction (front-rear direction) of the game board 60. Each opening is provided with a general winning opening 61, a first operating opening 62, a second operating opening 63, a through gate 64, a variable winning device 65, a variable display unit 67, etc.
[0032] When balls enter the general winning opening 61, the variable winning device 65, the first operating opening 62, and the second operating opening 63, the entry is detected by a winning sensor (detection sensor), and a bonus such as a payout of a predetermined number of prize balls is given to the player based on the detection result. In this case, when a ball enters the general winning opening 61, 10 game balls are paid out, and when a ball enters the variable winning device 65, 15 game balls are paid out. When a ball enters the first operating opening 62, 3 game balls are paid out, and when a ball enters the second operating opening 63, 1 game ball is paid out. Incidentally, even if a ball enters the through gate 64, no game balls are paid out.
[0033] The number of prize balls is arbitrary, and for example, the number of prize balls associated with the first operating port 62 may be the same as the number of prize balls associated with the second operating port 63, or the number of prize balls associated with the second operating port 63 may be greater than the number of prize balls associated with the first operating port 62. Also, the number of prize balls associated with the variable winning device 65 may be the same as or less than the number of prize balls associated with other operating ports. Also, a predetermined number of game balls may be paid out when a ball enters the through gate 64.
[0034] An outlet 68 is provided at the bottom of the game board 60, and game balls that do not enter the various ball entry sections are discharged from the game area PE through the outlet 68. Here, "entering" means that the game ball passes through a predetermined opening position, and includes not only a state in which the game ball is discharged from the game area PE after passing through the opening position, but also a state in which the game ball is not discharged from the game area PE after passing through the opening position. However, in the following description, in order to clearly distinguish from the entry of the game ball into the outlet 68, the entry into the general winning port 61, the operating port 62, 63, the variable winning device 65, or the through gate 64 is also expressed as winning.
[0035] In addition, numerous nails 69 are planted on the game board 60 to appropriately distribute and adjust the flow path of the game balls, and various components (apparatuses) such as windmills are also arranged. The flow of the game balls is diversified by the various configurations of these nails 69 and windmills, and adjustments are made so that the above-mentioned general winning hole 61 and the like will win with a reasonable probability.
[0036] The variable display unit 67 is disposed in the center of the game board 60. The variable display unit 67 is installed on the back side of the game board 60 (FIG. 3), and the display screen G can be viewed through an opening provided in the center of the game board 60. A frame-shaped center frame 76 is attached to the front of the game board 60 in correspondence with the periphery of the opening.
[0037] The center frame 76 protrudes forward from the front surface of the game board 60, and the gap dimension between the front surface of the center frame 76 and the glass unit 22 is smaller than the diameter dimension of the game ball. This prevents the game ball flowing down the game area PE from flowing into the inner area of the center frame 76 and coming into contact with the display screen G. In addition, the center frame 76 distributes the flow path of the game ball when it flows down the game area PE to the left and right, forming a left route that passes through the left side of the center frame 76 and a right route that passes through the right side.
[0038] Whether the game ball flows down (passes through) the left route or the right route is determined by the amount of rotation of the game ball launching handle 41, i.e., the launching force of the game ball. The launched game ball enters the game area PE from the upper left side of the game board 60, so the stronger the launching force of the game ball, the more likely the game ball will flow down the right route.
[0039] In detail, when the player rotates the game ball launching handle 41 as the first launching operation with a rotation operation amount in a first range that is equal to or larger than the predetermined rotation amount but smaller than the reference rotation amount, the launched game ball flows down the left route, and when the player rotates the game ball launching handle 41 as the second launching operation with a rotation operation amount in a second range that is equal to or larger than the reference rotation amount, the launched game ball flows down the right route. Note that the predetermined rotation amount is the rotation operation amount that allows the launched game ball to pass through the guide rail 100 described later and enter the game area PE, and the reference rotation amount is the rotation operation amount that launches the game ball with a launch force that can reach the top of the center frame 76.
[0040] A first operating port 62 that opens upward is disposed below the center frame 76 (variable display unit 67). The first operating port 62 is located in the left-right center of the game board 60, but game components such as nails 69 are disposed so that game balls flowing down the right route do not enter the first operating port 62. In other words, only game balls flowing down the left route can enter the first operating port 62. Therefore, when a player aims to enter the first operating port 62, the player plays by shooting the game ball so that the game ball flows down the left route. A first operating port entry sensor 62a (FIG. 7) is provided in the first operating port 62, and the entry sensor 62a detects a game ball that has entered the first operating port 62.
[0041] The second actuation port 63 is disposed to the right of the center frame 76 (variable display unit 67). The configuration of the second actuation port 63 will be described with reference to FIG.
[0042] A normal power attachment 63a (variable receiving means) as a guide piece (support piece) consisting of a pair of left and right movable pieces is provided in the second operating port 63. Specifically, the pair of movable pieces supported so as to be rotatable in the left and right direction are arranged so as to sandwich the opening as the second operating port 63 from both the left and right sides.
[0043] By rotating each of the movable pieces, the second operating port 63 can be switched between a closed state (non-support state or non-guide state) shown in FIG. 5(a) and an open state (support state or guide state) shown in FIG. 5(b). In detail, a protrusion 63d is provided at the top of the second operating port 63 so as to protrude forward, and when the movable pieces are in an upright position as shown in FIG. 5(a), the gap between each of the movable pieces and the protrusion 63d becomes smaller than the diameter of the game ball, and the game ball is prevented from flowing into the second operating port 63. On the other hand, when the movable pieces are rotated so as to incline outward as shown in FIG. 5(b), an opening large enough for the game ball to pass through is formed between the protrusion 63d and the movable pieces, and the game ball is allowed to flow into the second operating port 63. A winning sensor 63c for the second operating port is provided at the second operating port 63, and the winning sensor 63c detects a game ball that has won the second operating port 63.
[0044] In addition, the normal power supply mechanism 63a is provided with a drive unit 63b that drives each movable piece. Each movable piece is switched between an open state (inclined posture) and a closed state (standing posture) by being driven by the drive unit 63b through a link mechanism (not shown). Incidentally, the first operating port 62 is not provided with a normal power supply mechanism (opening and closing structure).
[0045] In the above configuration, it is impossible to win through the second operating port 63 when it is in the closed state, but it may be configured so that it is possible to win. In other words, it may be configured so that it is possible to win through the second operating port 63 when it is in the closed state, but it is more difficult to win (it is more difficult to win) than when it is in the open state. In short, it is sufficient that the ease of winning through the second operating port 63 differs between the open state and the closed state, and the degree of closing or opening is arbitrary. In addition, the configuration of the normal power device 63a is not limited to the above, and for example, the second operating port 63 may be opened and closed by a movable piece rotating back and forth or sliding back and forth or left and right.
[0046] As shown in Fig. 4, a through gate 64 is disposed above (upstream of) the second operating port 63 on the right route. The through gate 64 has a through hole (not shown) that penetrates vertically, and a game ball that enters the through gate 64 passes through the through gate 64 and flows down the game area PE again. Therefore, a game ball that enters the through gate 64 can also enter the second operating port 63. A through entry sensor 64a (Fig. 7) is provided on the through gate 64, and the game ball that enters the through gate 64 is detected by the entry sensor 64a.
[0047] The through gate 64 is a trigger for opening the normal power role 63a provided in the second operating port 63. Specifically, an internal lottery is held when a prize is won at the through gate 64, and when the result of the internal lottery is an opening result (support winning), the normal power role 63a is opened from the closed state, and then a role opening / closing game (support execution mode) is executed to return it to the closed state.
[0048] In the right route, a variable winning device 65 is disposed below (downstream) the second operating port 63. The configuration of the variable winning device 65 will be described with reference to FIG.
[0049] The variable winning device 65 includes a large winning opening 65a that opens forward, and an opening / closing door 65b that opens and closes the large winning opening 65a. The large winning opening 65a is a horizontally long rectangle when viewed from the front, and is large enough to allow multiple game balls to win at the same time. The large winning opening 65a communicates with a guide passage 65e provided on the back side of the game board 60, and is configured so that all game balls that win the large winning opening 65a are guided to the guide passage 65e. A winning sensor 65c for the large winning opening is provided in the guide passage 65e, and the winning sensor 65c detects the game balls that win the large winning opening 65a.
[0050] The variable winning device 65 is also provided with a drive unit 65d that drives the opening and closing door 65b. The opening and closing door 65b is driven by the drive unit 65d through a link mechanism (not shown) to switch between a closed state (FIG. 6(a)) in which a game ball cannot enter the big winning opening 65a and an open state (FIG. 6(b)) in which a game ball can enter the big winning opening 65a. Specifically, the opening and closing door 65b is normally in a closed state, and is switched to an open state when a transition to an opening and closing execution mode (big winning game) is selected in an internal lottery.
[0051] The open / close execution mode is a mode to which the mode is shifted when a big win is won. The open / close execution mode will be described in detail later. In the case of a big win, the variable winning device 65 may be repeatedly opened up to a maximum of multiple rounds (for example, 10 rounds), with one round being the passage of a predetermined time (for example, 30 seconds) or the winning of a predetermined number of prizes (for example, 10 prizes).
[0052] In the above configuration, it is not possible to win a prize in the large prize opening 65a when it is in the closed state, but it may be possible to win a prize. In other words, it may be possible to win a prize in the large prize opening 65a when it is in the closed state, but it may be more difficult to win a prize (to win a prize) than when it is in the open state. In short, it is sufficient that the ease of winning a prize in the large prize opening 65a differs between the open state and the closed state, and the degree of closing or opening is arbitrary.
[0053] Here, only game balls flowing down the right route can win the second operating port 63, the through gate 64, and the variable winning device 65. Therefore, when a player aims to win the second operating port 63, the through gate 64, and the variable winning device 65, the player plays by shooting the game ball so that it flows down the right route.
[0054] As shown in FIG. 4, a main display unit 81 is provided below the variable winning device 65. The main display unit 81 is arranged along the outer edge of the lower side of the game area PE, and protrudes forward from the front of the game board 60. The front of the main display unit 81 is provided with a special display section 43 and a normal display section 44 on which predetermined pictures and the like are displayed. These display sections 43, 44 are visible from the front through the glass unit 22 of the front door frame 14. The gap dimension between the front of the main display unit 81 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game ball from passing in front of the main display unit 81, and ensures the visibility of the various display sections 43, 44.
[0055] The special chart display section 43 is provided with a first special chart display section AS which displays the results of a lottery conducted based on winning at the first operating port 62, and a second special chart display section BS which displays the results of a lottery conducted based on winning at the second operating port 63.
[0056] In the first special chart display unit AS, the winning of the first operating port 62 is used as a trigger to display a varying pattern, and the result of stopping the varying display is indicated as the result of the internal lottery performed based on the winning of the first operating port 62. If the result of the internal lottery based on the winning of the first operating port 62 is a winning result corresponding to a jackpot, the varying display is stopped in the first special chart display unit AS, a predetermined pattern is displayed as the stopping result, and then the above-mentioned opening / closing execution mode is entered.
[0057] In the second special chart display section BS, the winning of the second operating port 63 is used as a trigger to display a varying pattern, and the result of the varying display is displayed as a result of the internal lottery based on the winning of the second operating port 63. If the result of the internal lottery based on the winning of the second operating port 63 is a winning result corresponding to a jackpot, the varying display is stopped in the second special chart display section BS, a predetermined pattern is displayed as a result of the stop, and then the above-mentioned opening and closing execution mode is entered.
[0058] In the following, in order to distinguish between the pattern that is variably displayed upon winning the first operating port 62 and the pattern that is variably displayed upon winning the second operating port 63, the former will be referred to as the first special pattern or first special design, and the latter will be referred to as the second special pattern or second special design.
[0059] Here, based on a winning entry into any of the operating ports 62, 63, a variable display is started in the corresponding special chart display unit AS, BS, and a predetermined stop result is displayed and the variable display is stopped, which corresponds to one game round in the special chart display unit AS, BS. However, one game round is not limited to the above content, and for example, in a configuration in which a single display area is provided and the variable display is performed in that single display area regardless of whether a winning entry into any of the operating ports 62, 63 occurs, a variable display is started in that single display area, and one game round is considered to be a period until the variable display is stopped with the predetermined stop result displayed.
[0060] In addition, the main display unit 81 is provided with a special symbol reserved number display unit AM. The number of times that the game ball enters the first actuation port 62 or the second actuation port 63 can be reserved up to four times, and the special symbol reserved number display unit AM can display the reserved number of the first special symbol (first actuation port 62) and the reserved number of the second special symbol (second actuation port 63) separately.
[0061] The normal map display unit 44 is a display unit for displaying the result of the internal lottery performed based on winning the through gate 64. In this case, the normal map display unit 44 displays the variation of the image triggered by winning the through gate 64, and as a result of the stop of the variation display, the result of the internal lottery performed based on winning the through gate 64 is displayed. If the result of the internal lottery based on winning the through gate 64 is a winning result corresponding to the transition to the support state in which the normal power role 63a is opened, the normal map display unit 44 displays a predetermined stop result, the variation display is stopped, and then the state transitions to the support state. The image that is displayed in a variable manner in response to winning the through gate 64 is sometimes called a normal pattern or a normal map.
[0062] Here, based on the winning of the through gate 64, the variable display starts in the normal map display section 44, and the period from when a predetermined stop result is displayed until the variable display stops corresponds to one game round in the normal map display section 44. In the following, in order to distinguish between a game round in the normal map display section 44 and a game round in the special map display sections AS and BS, the former may be referred to as a normal map game round, and the latter as a special map game round.
[0063] In addition, the normal map display unit 44 is provided with a normal map reservation number display unit FM. The number of times that the game ball enters the through gate 64 can be reserved up to four times, and the normal map reservation number display unit FM can display the number of reserved normal maps (through gates 64).
[0064] The special map display unit 43 and the general map display unit 44 are composed of a segment display device having a plurality of segments, but are not limited to this and may be composed of other display devices such as a liquid crystal display device.
[0065] In addition, although not shown, the main display unit 81 is provided with a round display section for indicating the number of rounds in the opening and closing execution mode. The round display section starts displaying the number of rounds when the opening and closing execution mode is started or has been started. This display continues without changing the display content while the opening and closing execution mode is being executed, and ends when the opening and closing execution mode is ended or has been ended.
[0066] Next, a description will be given of the variable display unit 67. The variable display unit 67 is provided with a pattern display device 75 that variably displays (or variably displays or switchably displays) a pattern, which is a type of picture.
[0067] The pattern display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 75 is not limited to being a liquid crystal display device, and may be other display devices such as a plasma display device, an organic EL display device, or a CRT.
[0068] The pattern display device 75 displays patterns arranged, for example, at the top, middle, and bottom, and these patterns are scrolled left and right to display them in a variable manner. In this case, the variable display on the pattern display device 75 is started based on the winning of the first operation port 62 or the second operation port 63. That is, when a variable display is performed on the special pattern display unit 43, a variable display is also performed on the pattern display device 75 accordingly. Then, when the variable winning device 65 is shifted to a big win game state (open / close execution mode) in which it is in an open state, a predetermined pattern combination is displayed on a preset effective line on the pattern display device 75.
[0069] In addition, the pattern display device 75 displays a reserved number corresponding to the first special symbol display unit AS and the second special symbol display unit BS. In this reserved number display, a predetermined reserved image is displayed, and the number of reserved numbers in each operating port 63, 64 is indicated by the number of images displayed. The reserved number is not limited to the reserved number indicated by the reserved image, and may be indicated by a numerical display. In addition, the number may be indicated by a display unit (a display unit separate from the reserved number display units AM, FM of the main display unit 81) or a light-emitting unit (reserved lamp unit) provided on the game board 60 separately from the pattern display device 75, for example.
[0070] The configuration of the inner frame 13 will be described with reference to FIG. 2 again. Below the mounting area of the game board 60 in the resin base 50, a game ball launching mechanism 110 is provided that launches game balls toward the game area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls arranged at a predetermined launch waiting position, a launch rail 112 that determines the launch direction of the game balls launched by the solenoid 111, a ball sending device 113 that supplies game balls to the launch waiting position, and a base plate 114 on which the various components 111 to 113 are mounted. The base plate 114 is fixed to the resin base 50, and the game ball launching mechanism 110 is integrated with the resin base 50.
[0071] The launch rail 112 is fixed to the base plate 114 in an obliquely inclined state so as to slope upward toward the game board 60. A ball stopper that stops the game balls supplied from the ball sending device 113 at the above-mentioned launch waiting position is provided at a position further downstream of the ball stopper. The above-mentioned solenoid 111 is disposed at a position further downstream of the ball stopper.
[0072] The solenoid 111 is electrically connected to a power source and a launch control device, which will be described later. The output shaft of the solenoid 111 reciprocates in the extension / contraction direction based on the output of an electrical signal from the power source and the launch control device, so that the game ball placed in the launch standby position is launched toward the game board 60, more specifically, toward the guide rail 100 attached to the game board 60.
[0073] As shown in FIG. 4, the guide rail 100 defines the play area PE so that the outer shape of the play area PE is approximately circular. The guide rail 100 is composed of an inner rail 101 and an outer rail 102 that are arranged to face each other with a gap slightly larger than the diameter of the game ball, and a guide passage 103 is defined by both rails 101 and 102. The guide passage 103 has an entrance portion that opens at the tip side (diagonally downward) of the launch rail 112 and an exit portion located at the top of the play area PE. The game ball launched based on the operation of the solenoid 111 is guided to the play area PE by moving in the order of the launch rail 112 → the guide rail 100 (entrance portion → exit portion).
[0074] In addition, a backflow prevention member 106 is attached to the end of the exit portion of the game board 60, more specifically, near the tip of the inner rail 101, to prevent the game ball that has reached the game area PE from going back into the guide passage 103, thereby preventing the game ball that has already reached the game area PE from interfering with the launch of subsequent game balls.
[0075] 2, the guide rail 100 and the launch rail 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the game board 60. In other words, the rails 100, 112 are arranged so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are shifted left and right near the lower edge of the game board 60. This allows the rails 100, 112 to approach the lower edge of the game board 60, while forming a predetermined gap between the entrance portion of the guide rail 100 and the launch rail 112.
[0076] A foul ball passage 46 is disposed below the gap thus formed. The foul ball passage 46 is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the game area PE and returns as a foul ball through the guide passage 103, the foul ball will enter the foul ball passage 46 through the above-mentioned gap. The foul ball passage 46 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 46 are discharged to the lower tray 34. This suppresses interference between the foul ball and the next game ball to be launched, and the game ball that has become a foul ball is returned to the player.
[0077] A through hole is formed in the resin base 50 on the left side of the launch rail 112 (more specifically, on the side supporting the front door frame 14) that penetrates the resin base 50 in the front-rear direction, and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the resin base 50, and has a main body side upper plate passage and a main body side lower plate passage. The upstream sides of the main body side upper plate passage and the main body side lower plate passage are connected to a game ball distribution section described later. In addition, the receiving portion of the passage forming unit 45 attached to the front door frame 14 is inserted below the passage forming member 121, and the front door side upper plate passage is disposed below the main body side upper plate passage, and the front door side upper plate passage is disposed below the main body side lower plate passage.
[0078] An opening / closing member 124 for opening and closing the upper plate passage on the main body side and the lower plate passage on the main body side is attached below the passage forming member 121 in the resin base 50. The opening / closing member 124 is supported by a support shaft provided at its lower end so as to be rotatable in the front-rear direction, and a biasing member is provided to bias the opening / closing member 124 to a forward position where the upper plate passage on the main body side and the lower plate passage on the main body side are closed. Therefore, when the front door frame 14 is opened relative to the inner frame 13, the opening / closing member 124 rises as shown in the figure, and closes the upper plate passage on the main body side and the lower plate passage on the main body side. This prevents the stored balls from spilling out when the front door frame 14 is opened while game balls are stored in the upper plate passage on the main body side or the lower plate passage on the main body side. On the other hand, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by the receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the upper tray passage on the main body side is connected to the upper tray passage on the front door side, and the lower tray passage on the main body side is connected to the lower tray passage on the front door side.
[0079] Next, the rear structure of the inner frame 13 (resin base 50 and game board 60) will be described with reference to FIG.
[0080] Bearing fittings 132 are arranged vertically side by side on the rotation base end side on the back surface of the resin base 50. The bearing fittings 132 are formed with bearing portions spaced apart from each other on the top and bottom, and the back pack unit 15 is rotatably attached to the inner frame 13 by these bearing portions.
[0081] A plurality of locking fittings are provided on the rear surface of the resin base 50, and the game board 60 is attached to the resin base 50 by these locking fittings. Here, the configuration of the rear surface of the game board 60 will be described.
[0082] A display control device is attached to the variable display unit 67 arranged in the center of the game board 60 so as to cover the variable display unit 67 from behind (not shown). A performance control device unit 142 is mounted behind the display control device so as to overlap the display control device. The performance control device unit 142 is configured to include a performance control device 143 and a mounting base 144, and the performance control device 143 is mounted on the mounting base 144.
[0083] The performance control device 143 is equipped with a performance control board that controls audio, lamp displays, and the display control device in accordance with instructions from the main control device described below, and the performance control board is housed in a board box 145 made of a transparent resin material or the like.
[0084] 3, a collection board 150 is provided on the back of the game board 60 below the variable display unit 67. The collection board 150 is provided with a game ball recovery mechanism that recovers game balls that have entered various winning holes, a detection mechanism that detects the entry of game balls into various winning holes, etc.
[0085] Regarding the game ball recovery mechanism, the collecting board 150 is provided with recovery passages corresponding to the various winning holes such as the general winning hole 61. These recovery passages run down from the winning holes along the back of the game board 60, and define the path along which the game balls fall. The recovery passages join together near the bottom end of the game board 60, and all game balls that pass through the winning holes such as the general winning hole 61 are collected at the bottom of the game board 60 via the recovery passages. The outlet of each recovery passage is open downward, and a discharge passage is provided at the end of the outlet (more specifically, below the game board 60). The game balls that have been collected below the game board 60 by the recovery passages are led out to the discharge passage. The outlet 68 also leads to the discharge passage, and game balls that have not won any of the winning holes are also led out to the discharge passage via the outlet 68.
[0086] Regarding the detection mechanism, the collecting board 150 is provided with winning sensors (detection sensors) that correspond to the various ball entry sections such as the general winning opening 61. These winning sensors are arranged at intermediate positions of each recovery passage connected to the ball entry section such as the general winning opening 61, and detect the passage of the game ball when the falling path of the game ball is specified in the recovery passage. In other words, the game ball passing through a detection area provided at an intermediate position of each recovery passage detects the entry of the game ball into the ball entry section such as the general winning opening 61. The winning sensor is composed of, for example, a magnetic sensor that grasps the change in the magnetic field that occurs when the game ball passes through the detection area.
[0087] These various winning sensors are electrically connected to a main control device unit 160 (more specifically, the main control device) provided on the rear side of the game board 60, and detection signals from these winning sensors are output to the main control device. The main control device unit 160 and its associated configuration will be described below.
[0088] The main control device unit 160 is mounted on the game board 60 so as to cover the assembly board 150 from the rear side, and is composed of a mounting base 161 made of synthetic resin and a main control device 162 mounted on the mounting base 161. The main control device 162 is equipped with a main control board having a function (main control circuit) for mainly controlling the game, and the main control board is housed in a board box 163 made of a transparent resin material or the like.
[0089] The board box 163 comprises a box base (front case body) of a substantially rectangular parallelepiped shape and a box cover (rear case body) that covers the opening of the box base. The box base and the box cover are connected to each other by a sealing part as a sealing means so that they cannot be opened, thereby sealing the board box 163. A plurality of sealing parts are provided on the long sides of the board box 163, and at least one of them is used for the sealing process.
[0090] The sealing part can be of any configuration as long as it can connect the box base and the box cover in an unopenable manner, but the box base and the box cover are connected in an unopenable manner by inserting a locking claw into the long hole that constitutes the sealing part. The sealing process using the sealing part prevents unauthorized opening after the sealing, and even if unauthorized opening occurs, makes it possible to detect such a situation early and easily, and it is possible to perform the sealing process again even after it has been opened once. That is, the sealing process is performed by inserting a locking claw into at least one long hole of the multiple sealing parts. Then, when the board box 163 is opened, such as when a malfunction occurs in the housed main control board or when inspecting the main control board, the connection part between the sealing part into which the locking claw is inserted and the other sealing parts is cut. This separates the box base and the box cover of the board box 163, and the main control board inside can be taken out. After that, when the sealing process is performed again, a locking claw is inserted into the long hole of the other sealing part. If a record indicating that the board box 163 has been opened is left in the board box 163, it is possible to easily discover that unauthorized opening has occurred by looking at the board box 163.
[0091] A plurality of connecting pieces are provided so as to protrude laterally from one short side of the board box 163. These connecting pieces correspond one-to-one to a plurality of connectable pieces formed on the mounting base 161, and a sealing process is performed between the board box 163 and the mounting base 161 by the connecting pieces and the connectable pieces.
[0092] Next, the back pack unit 15 will be described with reference to FIGS.
[0093] As shown in Fig. 2, the inner frame 13 is covered from the rear by the rear pack unit 15. The rear pack unit 15 has a rear pack 201, to which a dispensing mechanism 202, a discharge passage panel 203 and a control device assembly unit 204 are attached.
[0094] The back pack 201 is molded from a transparent synthetic resin, and has a base part 211 to which the payout mechanism part 202 and the like are attached, and a protective cover part 212 having a substantially rectangular parallelepiped shape that protrudes to the rear of the pachinko machine 10, as shown in Fig. 3. The protective cover part 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 67.
[0095] The base portion 211 is provided with an external output terminal 213 at its upper right side. The external output terminal 213 is provided with various output terminals, and various signals are output to a hall computer HC (management control device) on the gaming hall side through these output terminals. In addition, the base portion 211 is provided with a pair of upper and lower latch pins at its right end when viewed from the rear of the pachinko machine 10, and the back pack unit 15 is supported rotatably relative to the inner frame 13 by inserting the latch pins into a bearing metal fitting 132 (more specifically, a bearing portion) provided on the inner frame 13. In addition, a fastener for fastening to a fastening hole provided on the inner frame 13 is provided at the pivot tip of the base portion 211, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.
[0096] The payout mechanism 202 is disposed in the base 211 so as to bypass the protective cover 212. The payout mechanism 202 is provided with a tank 221 that is disposed at the top of the back pack 201 and opens upward, and game balls supplied from the island equipment of the game hall are successively replenished to the tank 221. A tank rail that gently slopes toward the downstream side is connected to the bottom of the tank 221, and a case rail that extends in the vertical direction is connected to the downstream side of the tank rail. A payout device 222 is provided at the most downstream part of the case rail. The game balls paid out from the payout device 222 are supplied to a game ball distribution section provided in the base 211 of the back pack 201 through a payout passage provided downstream of the payout device 222.
[0097] The game ball distribution section has the function of distributing game balls paid out from the payout device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described below, and is formed so that its inner opening leads to the upper tray 33 via the above-mentioned main body side upper tray passage and front door side upper tray passage, and its outer opening leads to the lower tray 34 via the main body side lower tray passage and front door side lower tray passage.
[0098] 3, a discharge passage panel 203 and a control device assembly unit 204 are attached to the lower end of the base portion 211 so as to sandwich the lower end from the front and rear. A discharge passage that is open to the rear is formed on the surface of the discharge passage panel 203 that faces the control device assembly unit 204, and the open part of the discharge passage is blocked by the control device assembly unit 204. The discharge passage is formed so as to discharge game balls to an island facility or the like of the game hall, and the game balls led to the discharge passage from the above-mentioned collection passage or the like are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.
[0099] The control device aggregate unit 204 has a horizontally long mounting base, on which the payout control device 181 and the power supply and launch control device 191 are mounted. The payout control device 181 and the power supply and launch control device 191 are stacked in front and behind each other so that the payout control device 181 is located at the rear of the pachinko machine 10.
[0100] In the payout control device 181, a payout control board that controls the payout device 222 is housed in a board box, and a state return switch provided on the payout control board protrudes outside the board box. For example, when a payout error occurs such as a ball jam in the payout device 222, if the state return switch is pressed, the ball jam is cleared.
[0101] The power supply and launch control device 191 has a power supply and launch control board housed in a board box, which generates and outputs the specified power required by various control devices, etc., and also controls the launch of the game ball in response to the player's operation of the game ball launch handle 41.
[0102] The power supply and launch control device 191 is provided with a power outage monitoring section (power outage monitoring circuit) 315 that monitors the power supply and detects the occurrence of a power outage or other power interruption. This pachinko machine 10 has a function for storing and holding various data, so that in the unlikely event of a power outage, the state at the time of the power outage is stored and the machine can return to the state at the time of the power outage when the power is restored. For example, when the power supply is cut off in the normal manner, such as when an amusement hall closes, the state before the power outage is stored and held. The power supply and launch control device 191 is also provided with a RAM erase switch. When the power supply is turned on while pressing the RAM erase switch, the RAM data is initialized.
[0103] <Electrical configuration of the pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be described with reference to the block diagram of FIG.
[0104] An MPU 312 is mounted on a main control board 311 of the main control device 162. The MPU 312 includes a ROM 313 that stores various control programs and fixed value data executed by the MPU 312, a RAM 314 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 313 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits as random number generators, and the like.
[0105] The RAM 314 is configured to be able to retain (back up) data using a backup voltage from the power supply and launch control device 191 even after a power outage occurs, and the RAM 314 is provided with a backup area in addition to an area for temporarily storing various data, etc. The backup area is an area for storing values of the stack pointer, each register, I / O, etc. at the time of power interruption when a power outage occurs. When recovering from the power outage (when power is restored), the state of the pachinko machine 10 can be restored to the state before the power outage based on the information in the backup area.
[0106] 7, the ROM 313 and the RAM 314 are integrated into a single chip for the MPU 312, but this is not limiting and each may be integrated into a separate chip. This also applies to the MPUs of the control devices other than the main control device 162.
[0107] The MPU 312 is provided with an input port and an output port. The payout control device 181 and the power supply and launch control device 191 are connected to the input side of the MPU 312. In addition, various sensors are connected to the input side of the MPU 312. The various sensors include a general winning port winning sensor 61a, a first operating port winning sensor 62a, a second operating port winning sensor 63c, a through winning sensor 64a, and a large winning port winning sensor 65c, which detect winnings in the general winning port 61, the first operating port 62, the second operating port 63, the through gate 64, and the variable winning device 65. The MPU 312 performs winning judgments (ball winning judgments) for each winning section based on the detection results of these various sensors 61a, 62a, 63c, 364a, and 65c. In addition, the MPU 312 executes various lotteries based on the winnings at the first operating port 62, the second operating port 63, and the through gate 64.
[0108] The output side of the MPU 312 is connected to the payout control device 181 and the performance control device 143. For example, a prize ball command is output to the payout control device 181 based on the winning judgment result to the prize ball corresponding to the payout of the prize ball.
[0109] Various commands such as a change start command, a type command, a change end command, an opening command, and an ending command are output to the performance control device 143. In this case, when outputting these various commands, the command information storage area 313e of the ROM 313 is referenced. Details of these various commands will be explained later. Each of the above commands is configured as information of a predetermined number of bytes, and various information is included as the information of the predetermined number of bytes.
[0110] In addition, the output side of the MPU 312 is connected with various drive units, such as the drive unit 63b for the normal power role 63a and the drive unit 65d for the variable winning device 65. The main control board 311 is provided with various driver circuits, and the MPU 312 executes drive control of various drive units through the driver circuits. Specifically, when a transition to the open / close execution mode occurs, the drive control of the drive unit 65d is executed in the MPU 312 so that the opening / closing door 65b of the variable winning device 65 is driven. In addition, when a transition to the support state occurs, the drive control of the drive unit 63b is executed in the MPU 312 so that each movable piece of the normal power role 63a is driven. In addition, during each special game, display control of the first special game display unit AS or the second special game display unit BS in the special game display unit 43 is executed. In addition, during a normal game, display control of the normal game display unit 44 is executed.
[0111] Furthermore, the output side of the MPU 312 is connected to the above-mentioned external output terminal 213, and information on balls entering various entry areas and lottery results such as big wins are output to the hall computer HC through this external output terminal 213. This makes it possible for the hall computer HC to grasp the state of the pachinko machine 10, etc.
[0112] The power supply and launch control device 191 is connected to, for example, a commercial power supply (external power supply) in an amusement facility, etc. Based on the external power supplied from the commercial power supply, the power supply and launch control device 191 generates the operating power required for each of the main control board 311, the payout control device 181, etc., and supplies the generated operating power.
[0113] The power supply and launch control device 191 is provided with a power failure monitoring unit 315, which monitors the stable 24-volt DC voltage output from the power supply and launch control device 191. When the output voltage from the power supply and launch control device 191 falls below 22 volts, the power failure monitoring unit 315 determines that a power failure (power cutoff) has occurred, and outputs a power failure signal to an NMI terminal (non-maskable interrupt terminal) provided in the MPU 312 of the main control device 162. As a result, the main control device 162 recognizes the occurrence of a power failure and immediately executes an NMI interrupt process, and further executes a power failure process based on this. Incidentally, the power supply and launch control device 191 is provided with a power failure power supply unit such as a backup capacitor, and when a power failure occurs or when the power supply of the pachinko machine 10 is OFF, power for memory retention is supplied from the power failure power supply unit to the RAM 314 of the main control device 162. In addition, the power supply and launch control device 191 is responsible for controlling the launch of the game ball launch mechanism 110, and the game ball launch mechanism 110 is driven when certain launch conditions are met.
[0114] The payout control device 181 controls the payout of prize balls and loan balls by the payout device 222 based on the prize ball command input from the main control device 162.
[0115] The performance control device 143 drives and controls the lamp units 26-28 and the speaker unit 29 provided on the front door frame 14, and controls the display control device 350, based on various commands input from the main control device 162. The display control device 350 executes display control of the pattern display device 75, based on commands input from the performance control device 143. In this case, the performance control device 143 determines the variable display time of the patterns on the pattern display device 75 and the type of combination of patterns to be finally stopped and displayed, based on various commands input from the main control device 162, and also determines whether or not a reach will occur and the content of the reach performance.
[0116] Here, the display contents of the pattern display device 75 will be described with reference to Figs.
[0117] As shown in Figures 8(a) to (j), the design, which is a type of picture, is composed of nine main designs each numbered "1" to "9" and a sub-design consisting of a shell-shaped picture. More specifically, the main designs are composed of nine character designs, such as an octopus, each numbered "1" to "9."
[0118] As shown in FIG. 9(a), the display screen G of the symbol display device 75 has three symbol rows Z1, Z2, and Z3, which are upper, middle, and lower rows. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In detail, in the upper symbol row Z1, nine types of main symbols from "1" to "9" are arranged in descending numerical order, and one sub-symbol is arranged between each main symbol. In the lower symbol row Z3, nine types of main symbols from "1" to "9" are arranged in ascending numerical order, and one sub-symbol is arranged between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are configured by 18 symbols. In contrast, in the middle symbol column Z2, nine main symbols from "1" to "9" are arranged in ascending numerical order, and a main symbol "4" is additionally arranged between the main symbol "9" and the main symbol "1", and one sub-symbol is arranged between each of these main symbols. In other words, only in the middle symbol column Z2, ten main symbols are arranged, making up a total of twenty symbols. Then, in the display screen G, the symbols of each of these symbol columns Z1 to Z3 are displayed variably so as to scroll in a predetermined direction with periodicity. Also, as shown in FIG. 9(b), the display screen G is configured so that three symbols are stopped and displayed for each symbol column, resulting in a total of nine symbols of 3×3 being stopped and displayed.
[0119] Five effective lines, namely, a left line L1, a middle line L2, a right line L3, a right downward line L4, and a right upward line L5, are set on the display screen G. Then, the variable display stops in the order of the upper pattern column Z1 → the lower pattern column Z3 → the middle pattern column Z2, and when the variable display of all the pattern columns Z1 to Z3 ends in a state where a combination of patterns with the same numbers is formed on any of the effective lines, a jackpot video is displayed as the occurrence of a normal 4R jackpot result or a 10R variable jackpot result, which will be described later.
[0120] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) correspond to "specific symbols", and when a 10R special jackpot result occurs, the same combination of specific symbols is stopped and displayed. Also, the main symbols with even numbers (2, 4, 6, 8) correspond to "non-specific symbols", and when a normal 4R jackpot result occurs, the same combination of non-specific symbols is stopped and displayed.
[0121] Here, the variable display of each symbol row will be explained with reference to FIG. 10. When a game round is started, first, high-speed variable display is started for all symbol rows Z1 to Z3. In this case, it is impossible or difficult to recognize which symbol row is being displayed. After that, as shown in FIG. 10(a), the variable display mode of the upper symbol row Z1 is switched from high-speed variable display to low-speed variable display in which the player can recognize the variable displayed symbol. Then, as shown in FIG. 10(b), the variable display mode of the lower symbol row Z3 is switched from high-speed variable display to low-speed variable display as the variable display of the upper symbol row Z1 ends. Then, as shown in FIG. 10(c), the variable display of the lower symbol row Z3 ends. After the variable display of all symbol rows Z1 to Z3 ends, a stop display period is provided in which the stop display is maintained and the player waits for a predetermined period.
[0122] Incidentally, in a gaming machine, when the symbols are stopped and displayed on the symbol display device 75, the symbols in the final stop row (the middle symbol row Z2 in this embodiment) are generally not suddenly stopped, but are stopped gradually while slowing down the variable display speed. In this case, if the symbols in the middle symbol row Z2 (the final stop row) are configured to start stopping in synchronization with the start of the stop display on the special symbol display unit 43, the time during which the symbols are stopped is shortened by the time required for the symbols to decelerate to stop on the symbol display device 75, resulting in a reduction in the effective stop display time.
[0123] Therefore, the symbol strings Z1 to Z3, including the final stop string, are stopped (temporarily stopped) before the special symbol display section 43 starts to display the symbols, and then the temporarily stopped symbols are permanently stopped (determined display) in accordance with the start timing of the special symbol display section 43. The display mode of the symbol strings Z1 to Z3 in the temporary stop is different from that in the definitive display. For example, at least one of the symbol strings Z1 to Z3 moves gently back and forth, or at least a part of the characters (FIG. 8) such as an octopus that constitute the main symbol and the sub-symbol is moving. In other words, the temporary stop is performed so that the symbols appear to be stopped at first glance, but remain in an incompletely stopped state (stationary display). In contrast, the definitive display is performed so that the symbols are not moved back and forth or the characters do not move, and the symbols are completely stopped.
[0124] In addition, the provisional stop display of the pattern strings Z1 to Z3 may start with a stop result corresponding to the result of the win / lose lottery or the type of jackpot, and then transition directly to a final display. In addition, the provisional stop display may be temporarily stopped with a stop result that does not correspond to the result of the win / lose lottery or the type of jackpot, and then the pattern strings Z1 to Z3 may undergo a re-changing display, changing to a stop result that corresponds to the result of the win / lose lottery, etc., and then transitioning to a final display.
[0125] Incidentally, in the special pattern game performed by the special pattern display unit 43, the pattern is not temporarily stopped, but the variably displayed pattern is suddenly stopped according to the lapse of the variably displayed time, and the state (the state in which the pattern is stopped) is maintained until the fixed display time has elapsed. In other words, the stopped display of the pattern in the special pattern display unit 43 remains the fixed display. This is also the case in the normal pattern game performed by the normal pattern display unit 44.
[0126] In addition, the manner in which the pattern display device 75 displays the changing patterns is not limited to the above and is arbitrary, and the number of pattern rows, the direction of the changing pattern display in the pattern rows, the number of patterns in each pattern row, and the combination of patterns corresponding to a jackpot or a miss can be changed as appropriate.
[0127] As shown in Fig. 9(b), a reserve display section 200 for displaying a number of reserve images corresponding to the number of reserved plays before execution is provided at the bottom of the display screen G, and the player can recognize the number of reserved plays by visually checking the reserve display section 200. The reserve display section 200 has a first reserve display area Ga corresponding to the first special chart and a second reserve display area Gb corresponding to the second special chart.
[0128] In the first reserve display area Ga, unit reserve display areas Ga1 to Ga4, the same number as the maximum number of reserved balls when game balls enter the first operating port 62, are displayed side by side in the left-right direction. Specifically, the maximum number of reserved balls when game balls enter the first operating port 62 is four, and corresponding to this, the first reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4 are set in the first reserve display area Ga.
[0129] For example, when the number of reserved balls when a game ball enters the first operating port 62 is one, a predetermined reserved image is displayed only in the first unit reserved display area Ga1, and when the number of reserved balls when a game ball enters the first operating port 62 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Ga1 to the fourth unit reserved display area Ga4.
[0130] In addition, in the second reserve display area Gb, the same number of unit reserve display areas Gb1 to Gb4 as the maximum number of reserved balls when the game ball enters the second operating port 63 are displayed side by side in the left-right direction. Specifically, the maximum number of reserved balls when the game ball enters the second operating port 63 is four, and corresponding to this, the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4 are set in the second reserve display area Gb.
[0131] For example, if the number of reserved balls when a game ball enters the second operating port 63 is one, a predetermined reserved image is displayed only in the first unit reserved display area Gb1, and if the number of reserved balls when a game ball enters the second operating port 63 is four, a predetermined reserved image is displayed in all of the first unit reserved display area Gb1 to the fourth unit reserved display area Gb4.
[0132] Also, an execution display area D is set so as to be sandwiched between the first reserve display area Ga and the second reserve display area Gb. In the execution display area D, a reserve image corresponding to the game round to be executed (being executed) is displayed. For example, when a game round ends and the next game round starts, the reserve image displayed in the first unit reserve display area Ga1 of the first reserve display area Ga or the first unit reserve display area Gb1 of the second reserve display area Gb is moved and displayed in the execution display area D. This enables the player to recognize that the reserved game round will be executed.
[0133] <Electrical configuration for performing various lotteries using the MPU 312 of the main control device 162> Next, the electrical configuration for performing various lotteries in the MPU 312 of the main control device 162 will be described with reference to FIG.
[0134] The MPU 312 uses various counter information during play to perform a lottery for the occurrence of a jackpot, settings for the display of the special chart display section 43, and settings for the display of the normal chart display section 44. Specifically, as shown in Fig. 11, the MPU 312 uses a jackpot random number counter C1 used for the lottery for the occurrence of a jackpot, a jackpot type counter C2 used for determining the type of jackpot such as a guaranteed jackpot result or a normal jackpot result, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a variable type counter CS for determining the variable display time in each special chart display section AS, BS in the special chart display section 43. Furthermore, the MPU 312 uses a normal chart random number counter C3 used for the lottery for whether or not the normal power role 63a of the second operating port 63 is in a support state (open state).
[0135] Each of the counters C1 to C3, CINI, and CS is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in a lottery counter buffer 314a set in a predetermined area of the RAM 314. In the lottery counter buffer 314a, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS is stored in a reserved ball storage area 314b, which serves as an acquired information storage means, when a winning occurs in the first actuation port 62 or the second actuation port 63.
[0136] The reserved ball storage area 314b includes a reserved area RE consisting of a reserved area Ra for the first special symbol and a reserved area Rb for the second special symbol, and an execution area AE. The reserved areas Ra and Rb each include a first area, a second area, a third area, and a fourth area, and the numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS stored in the lottery counter buffer 314a is stored in one of the areas as reserved information according to the winning history of the first actuation port 62 or the second actuation port 63. The reserved information corresponds to special information.
[0137] In this case, when winning occurs multiple times consecutively in the first actuation port 62 or the second actuation port 63, the numerical information is stored in the first to fourth areas in the order of the first area → the second area → the third area → the fourth area in chronological order. By providing four areas in this way, up to four winning histories of game balls in the first actuation port 62 or the second actuation port 63 are reserved and stored. In addition, the reserved ball storage area 314b is provided with a total reserved number storage area, and information for specifying the number of winning histories in the first actuation port 62 or the second actuation port 63 that are reserved and stored is stored in the total reserved number storage area.
[0138] The execution area AE is an area for moving each value stored in the first area of the reserve area RE when the variable display of the special chart display section 43 begins, and at the start of one game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0139] Regarding each counter in detail, the jackpot random number counter C1 is configured to be incremented by 1 in the range of, for example, 0 to 199, and to return to 0 after reaching the maximum value (i.e., 199). In particular, when the jackpot random number counter C1 goes around once, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 199). The jackpot random number counter C1 is periodically updated, and is stored in the reserved ball storage area 314b of the RAM 314 at the timing when the game ball enters the first actuation port 62 or the second actuation port 63. More specifically, it is stored in the reserved area Ra for the first special symbol of the RAM 314 at the timing when the game ball enters the first actuation port 62, and is stored in the reserved area Rb for the second special symbol of the RAM 314 at the timing when the game ball enters the second actuation port 63.
[0140] The value of the random number that becomes the big win is stored as a win / loss table (win / loss information group) in a win / loss table storage area 313a serving as win / loss information group storage means in the ROM 313. Here, the contents of the win / loss table will be described with reference to FIG.
[0141] In the win / loss table, address information consisting of binary information and jackpot numerical information also consisting of binary information are set in a one-to-one correspondence. Specifically, five types of address information are set, "1" to "5", expressed in decimal, and five types of jackpot numerical information are set, "7", "17", "27", "37", and "47", expressed in decimal, and these address information and jackpot numerical information are set in a one-to-one correspondence. The value of each jackpot numerical information is included in the numerical range of random number information that can be updated in the jackpot random number counter C1, "0" to "199".
[0142] Here, in this pachinko machine 10, a low probability mode (low probability state) and a high probability mode (high probability state) are set as the lottery modes in the winning / losing lottery means. The number of jackpot numerical information referred to in the low probability mode is different from the number of jackpot numerical information referred to in the high probability mode, and the former is smaller than the latter. Specifically, in the low probability mode, only jackpot numerical information with address information "1" is referred to in the winning / losing lottery, and in the high probability mode, jackpot numerical information corresponding to all address information is referred to in the winning / losing lottery. That is, in the low probability mode, there is one numerical information that wins the jackpot, and in the high probability mode, there are five numerical information, which is more than in the low probability mode. As a result, the probability of winning the jackpot in the low probability mode is 1 / 200, while the probability of winning the jackpot in the high probability mode is 1 / 40, and the high probability mode has a higher probability of winning the jackpot than the low probability mode. In each lottery mode, the lottery result is a loss result except for the random number value that wins the jackpot. In addition, the number and value of the random numbers that result in a win are arbitrary, so long as the probability of winning is higher in the high probability mode than in the low probability mode.
[0143] The jackpot type counter C2 is for allocating the type of jackpot when a jackpot occurs, and is configured to be incremented by one within the range of 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The jackpot type counter C2 is periodically updated, and is stored in the reserved ball storage area 314b of the RAM 314 when the game ball enters the first actuation port 62 or the second actuation port 63. More specifically, it is stored in the reserved area Ra for the first special symbol of the RAM 314 when the game ball enters the first actuation port 62, and is stored in the reserved area Rb for the second special symbol of the RAM 314 when the game ball enters the second actuation port 63.
[0144] The allocation destination of the game result for the big win type counter C2 is stored as a big win type table in the type table storage area 313b of the ROM 313. Here, the big win type table will be described with reference to FIG.
[0145] As the jackpot type table, a jackpot type table for the first special symbol (FIG. 13(a)) and a jackpot type table for the second special symbol (FIG. 13(b)) are set. When a jackpot is obtained based on winning the first operation port 62, the jackpot type table for the first special symbol is referenced, and when a jackpot is obtained based on winning the second operation port 63, the jackpot type table for the second special symbol is referenced.
[0146] As shown in FIG. 13(a), in the jackpot type table for the first special chart, a 4R variable jackpot result and a 4R normal jackpot result are set as selectable jackpot types. Both of these jackpot results result in four rounds of play. Here, a round of play is at least one execution of variable win control, which changes the variable win device 65 from a closed state to an open state, and then changes it to a closed state. In this embodiment, the variable win control is configured to be executed once for one round of play.
[0147] The 4R probability jackpot result is a jackpot result in which, after the opening and closing execution mode ends, the lottery mode is set to the high probability mode, and the support mode in the normal power role 63a of the second operating port 63 is set to the high frequency support mode. In this case, the high probability mode and the high frequency support mode continue until the next jackpot occurs (until the next opening and closing execution mode starts). Incidentally, during the opening and closing execution mode, the lottery mode is set to the low probability mode, and the support mode is set to the low frequency support mode.
[0148] Here, the high frequency support mode and the low frequency support mode are controlled in such a manner that the frequency of winning into the second operating port 63 is relatively high and low when compared in a situation where the launch of game balls continues in the same manner to the game area PE. Specifically, in the high frequency support mode, the probability of winning the regular lottery using the regular lottery winning random number counter C3 is higher than in the low frequency support mode, and the number of times the regular lottery 63a is opened when the regular lottery is won is greater in the high frequency support mode than in the low frequency support mode, and the time for one opening is longer in the high frequency support mode than in the low frequency support mode.
[0149] For this reason, in the high frequency support mode, the probability of a winning entry into the second actuation port 63 is higher than in the low frequency support mode. In other words, in the low frequency support mode, the probability of a winning entry into the first actuation port 62 is higher than in the second actuation port 63, but in the high frequency support mode, the probability of a winning entry into the second actuation port 63 is higher than in the first actuation port 62. When a winning entry into the second actuation port 63 occurs, a predetermined number of game balls are paid out, so in the high frequency support mode, the player can play without losing too many balls.
[0150] The configuration for realizing the high-frequency support mode is not limited to the above, and may be configured to give preferential treatment to the number of times the normal power role 63a is opened or the opening time of one time in the high-frequency support mode compared to the low-frequency support mode, while making the winning probability of the normal drawing lottery equal in both modes. In short, it is sufficient that the frequency of winning in the second operating port 63 per unit time is higher than in the low-frequency support mode, and the high-frequency support mode and the low-frequency support mode can be set by making any one or any combination of the conditions of the normal drawing lottery, the number of times the role 63 is opened, and the opening time is made different.
[0151] The 4R normal jackpot result is a jackpot result in which, after the opening / closing execution mode ends, the lottery mode is set to the low probability mode, and the support mode in the normal power device 63a of the second operating port 63 is set to the high frequency support mode. In this case, the high frequency support mode continues until the number of times the game is played after the opening / closing execution mode reaches a predetermined upper limit (for example, 100 times). When the upper limit is reached, the high frequency support mode ends, and the support mode switches to the low frequency support mode while the lottery mode remains in the low probability mode. In other words, the game transitions to a game state (normal game state) in which the lottery mode is set to the low probability mode and the support mode is set to the low frequency support mode.
[0152] In this embodiment, the "0" to "64" of the jackpot type counter C2 corresponds to the 4R variable jackpot result, and the "65" to "99" corresponds to the 4R normal jackpot result. In other words, the probability of being assigned to the 4R variable jackpot result is set to 65%, and the probability of being assigned to the 4R normal jackpot result is set to 35%.
[0153] As shown in FIG. 13(b), in the jackpot type table for the second special chart, a 10R variable probability jackpot result and a 4R normal jackpot result are set as selectable jackpot types. The 10R variable probability jackpot result is a result in which the number of rounds played is 10. The 10R variable probability jackpot result is a jackpot result in which, after the open / close execution mode ends, the lottery mode is set to a high probability mode, and the support mode in the normal power role 63a of the second operating port 63 is set to a high frequency support mode. In this case, the high probability mode and the high frequency support mode continue until the next jackpot occurs.
[0154] In addition, the 4R normal jackpot result set in the jackpot type table for the second special symbol is the same as the 4R normal jackpot result set in the jackpot type for the first special symbol. In other words, when a 4R normal jackpot result occurs as a result of winning the second operating port 63, the lottery mode is set to the low probability mode, and the support mode is set to the high frequency support mode, and this state continues until the number of times the game is executed after the opening and closing execution mode reaches a predetermined upper limit number of times (for example, 100 times).
[0155] In this embodiment, the "0" to "64" of the jackpot type counter C2 corresponds to the 10R variable jackpot result, and the "65" to "99" corresponds to the 4R normal jackpot result. In other words, the probability of being assigned to the 10R variable jackpot result is set to 65%, and the probability of being assigned to the 4R normal jackpot result is set to 35%.
[0156] In this way, the probability of being allocated to the variable probability jackpot result is the same whether the type table of the first special chart display section or the type table of the second special chart display section is used. However, when the variable probability jackpot result is selected, the type table of the second special chart display section is set to result in a 16R jackpot result, whereas the type table of the first special chart display section is set to result in a 4R jackpot result. In other words, when the variable probability jackpot result is based on winning the second operation port 63, the number of rounds in the open / close execution mode is greater than when the variable probability jackpot result is based on winning the first operation port 62, and it is possible to expect a larger payout of game balls. In other words, a game in which a game ball is won in the second operation port 63 is more advantageous for the player than a game in which a game ball is won in the first operation port 62.
[0157] As described above, there is a clear difference in the advantages to the player between the first actuation port 62 and the second actuation port 63. Therefore, the player will play in the hope that, of the first actuation port 62 and the second actuation port 63, a win will occur in the second actuation port 63, and as a result, the player will pay more attention to the high frequency support mode in which the frequency of wins in the second actuation port 63 increases.
[0158] In addition, the jackpot type counter C2 is also used to determine the stop result of the pattern stopped and displayed on each special chart display unit AS, BS when the result of the winning / losing lottery based on the winning / losing of the operation port 62, 63 is a jackpot. The stop result is determined by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313. In the stop result table, multiple data of the stop result (the jackpot pattern stopped and displayed on each special chart display unit AS, BS) in the case of a jackpot is set in correspondence with the value of the jackpot type counter C2, and when the stop result is determined, the data of the multiple stop results corresponding to the acquired jackpot type counter C2 is read out. Here, the same jackpot type counter C2 is used to determine the stop result and the jackpot type, so the jackpot pattern stopped and displayed on each special chart display unit AS, BS corresponds to the jackpot type determined at the time of the jackpot.
[0159] The variation type counter CS is configured to be incremented by 1 in the range of, for example, 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). The variation type counter CS is used in determining the variation display time in the first special chart display section AS and the second special chart display section BS of the special chart display section 43 in the MPU 312.
[0160] The fluctuation type counter CS is updated once each time the normal processing described below is executed once, and is repeatedly updated during the remaining time in the normal processing. The fluctuation type counter CS is stored in the reserved ball storage area 314b of the RAM 314 at the timing when the gaming ball enters the first actuation port 62 or the second actuation port 63. More specifically, the fluctuation type counter CS is stored in the reserved area Ra for the first special symbol of the RAM 314 at the timing when the gaming ball enters the first actuation port 62, and is stored in the reserved area Rb for the second special symbol of the RAM 314 at the timing when the gaming ball enters the second actuation port 63.
[0161] The allocation destination of the variable display time for the variable type counter CS is stored as a variable display time table in the variable display time table storage area 313c of the ROM 313. Here, the variable display time table will be described with reference to FIG.
[0162] As the variable display time table, a variable display time table for a big win (FIG. 14(a)) and a variable display time table for a loss (FIG. 14(b)) are set. When the result of the winning / losing lottery based on the winning of the first actuation port 62 or the second actuation port 63 is a big win, the variable display time table for a big win is referenced, and when the result of the winning / losing lottery based on the winning of each of the actuation ports 62, 63 is a loss, the variable display time table for a loss is referenced.
[0163] In each variation display time table, the value range of the variation type counter CS and the information of the variation pattern are set in correspondence with each other. In Fig. 14, the information of the variation display time is described together with the variation pattern for ease of understanding, but the information of the variation display time is stored in the ROM 313 separately from the variation display time table as time information corresponding to each variation pattern.
[0164] As shown in Fig. 14(a), in the variable display time table for the big win, the selectable variable patterns are set as variable patterns 1A (15 sec), 2A (60 sec), 3A (60 sec), 4A (120 sec), and 5A (120 sec). When a variable pattern is selected using the variable type counter CS, the first special chart display section AS or the second special chart display section BS displays the variable pattern at the variable display time corresponding to the selected variable pattern.
[0165] Also, when a variation pattern is selected, information indicating the variation pattern is transmitted to the performance control device 143 as a variation start command. The performance control device 143 grasps the variation pattern selected by the main control device 162 based on the received variation start command. Then, the display control device 350 is controlled so that the variation display of each of the symbol rows Z1 to Z3 is performed at the variation display time corresponding to the grasped variation pattern. As a result, each of the symbol rows Z1 to Z3 is variably displayed on the symbol display device 75 in synchronization with the variation display of the pattern on the first special symbol display unit AS or the second special symbol display unit BS.
[0166] Moreover, each variation pattern also corresponds to a game round presentation such as a reach presentation performed on the symbol display device 75. Specifically, variation pattern 1A corresponds to a normal reach winning presentation, variation pattern 2A corresponds to an SP reach (super reach) A winning presentation, variation pattern 3A corresponds to an SP reach B winning presentation, variation pattern 4A corresponds to an SPSP reach A winning presentation, and variation pattern 5A corresponds to an SPSP reach B winning presentation. That is, when the presentation control device 143 grasps a variation pattern from the received variation start command, it controls the display control device 350 so that a game round presentation corresponding to the variation pattern is performed on the symbol display device 75.
[0167] In each of the above-mentioned reach-winning effects, after the reach display is performed, each of the symbols in the symbol rows Z1 to Z3 is stopped and displayed in a jackpot symbol combination. Here, the reach display (reach state) refers to a display state for making a player think that the game state is likely to become a special game state (opening / closing execution mode) advantageous to a player when the stop display result after the change display is a special display result (jackpot result) in a gaming machine equipped with a symbol display device 75 capable of changing (or variable display) symbols (pictures), and before the stop display result is derived and displayed after the change display is started, the game state is a change display state that is likely to become a special display result in a gaming machine equipped with a symbol display device 75 capable of changing (or variable display) symbols (pictures), and before the stop display result is derived and displayed, the game state is a change display state that is likely to become a special display result in a gaming machine equipped with a symbol display device 75 capable of changing (or variable display) symbols (pictures), and when the stop display result after the change display is a special display result (jackpot result), the game state is a special game state (opening / closing execution mode) advantageous to a player.
[0168] In other words, it is a display state in which some of the multiple symbol rows displayed on the display screen G of the symbol display device 75 are stopped to display a combination of symbols that may result in a jackpot symbol combination corresponding to the occurrence of a jackpot state, and in this state, the remaining symbol rows are displayed in a variable manner. More specifically, as a preliminary step before the variable display of symbols is terminated, the symbols of the symbol rows other than the final stop row are stopped and displayed in a manner that constitutes a jackpot symbol combination on the pay line in the display screen G in a state in which the symbols of the final stop row are displayed in a variable manner, thereby forming a reach line.
[0169] In the normal reach hit performance, the symbols are displayed in a stopped state in a jackpot symbol combination after the reach display. The SP reach performance is a higher-level reach performance than the normal reach performance, in which a predetermined performance in which a character or the like appears is performed after the reach line is formed, and symbols are displayed in a jackpot symbol combination after the predetermined performance. The contents of the above-mentioned predetermined performance after the reach line is formed are different between the SP reach A performance and the SP reach B performance. The SPSP reach performance is a higher-level reach performance than the SP reach performance, in which symbols are displayed in a stopped state in a jackpot symbol combination after a development performance that develops from the SP reach performance is performed. The SPSP reach A performance develops from the SP reach A performance, and the SPSP reach B performance develops from the reach B performance.
[0170] It should be noted that the items in the "Notes (Performance Mode)" column in FIG. 14(a) are added for convenience and are not set in the variable display time table.
[0171] As shown in FIG. 14(b), in the variable display time table for losing, the variable display time table has variable pattern 1H, variable pattern 2H (15 sec), variable pattern 3H (60 sec), variable pattern 4H (60 sec), variable pattern 5A (120 sec), and variable pattern 6H (120 sec) set as selectable variable patterns. The variable display time is set corresponding to each variable pattern, as in the variable display time table for big win, but the variable display time corresponding to variable pattern 1H varies depending on the number of reserved first or second special patterns at that time. Specifically, when the variable display time table for big win is selected in a situation where the number of reserved patterns is two or less, the variable display time is set to 8 sec, and when the variable display time table for big win is selected in a situation where the number of reserved patterns is three or more, the variable display time is set to 4 sec, which is shorter than 8 sec.
[0172] Fluctuation pattern 1H corresponds to a complete miss performance on the pattern display device 75, fluctuation pattern 2H corresponds to a normal reach miss performance, fluctuation pattern 3H corresponds to an SP reach A miss performance, fluctuation pattern 4H corresponds to an SP reach B miss performance, fluctuation pattern 5H corresponds to an SPSP reach A miss performance, and fluctuation pattern 6H corresponds to an SPSP reach B miss performance.
[0173] The complete miss effect is a state where the symbols are stopped and displayed in a miss pattern combination without a reach display. In addition, each of the above-mentioned reach miss effects is a state where the symbols of the pattern rows Z1 to Z3 are stopped and displayed in a reach miss pattern combination (a state where the symbols of the final stop row stopped and displayed on the reach line are symbols other than the symbols that form a jackpot in combination with the reach symbols) after the reach display is performed. In addition, the SP reach A miss effect corresponds to the SP reach A winning effect, and after a predetermined effect of the same type as the SP reach A winning effect is performed, the symbols are stopped and displayed in a reach miss pattern combination. In addition, the SP reach B miss effect, the SPSP reach A miss effect, and the SPSP reach B miss effect correspond to the SP reach B winning effect, the SPSP reach A winning effect, and the SPSP reach B winning effect, respectively.
[0174] In the variable display time table for big wins, "0" of the variation type counter CS corresponds to variation pattern 1A, "1" to "12" correspond to variation pattern 2A, "13" to "28" correspond to variation pattern 3A, "29" to "63" correspond to variation pattern 4A, and "64" to "99" correspond to variation pattern 5A. On the other hand, in the variable display time table for losses, "0" to "59" of the variation type counter CS correspond to variation pattern 1H, "60" to "79" correspond to variation pattern 2H, "80" to "89" correspond to variation pattern 3H, "90" to "96" correspond to variation pattern 4H, "97" to "98" correspond to variation pattern 5H, and "99" corresponds to variation pattern 6H.
[0175] When the result of the win / loss lottery based on winning at the operating ports 62 and 63 is a big win result, variation pattern 5A corresponding to the SPSP reach B effect is most likely to be selected. When the result of the above win / loss lottery is a loss result, variation pattern 6H corresponding to the SPSP reach B effect is least likely to be selected. That is, the SPSP reach B effect is the reach effect that is most likely to be executed when it is a big win and least likely to be executed when it is a loss, so it functions as the top-level reach effect with the highest expectation of a big win.
[0176] Regarding variation patterns other than variation pattern 5A and variation pattern 6H, the variation patterns corresponding to the top-level reach effects are more likely to be selected when it is a big win and less likely to be selected when it is a loss. That is, the expectation of a big win increases in the order of normal reach effect < SP reach A effect < SP reach B effect < SPSP reach A effect.
[0177] The random number counter C3 per general pattern is configured to be incremented by 1 in sequence within the range of 0 to 250, for example, and to return to 0 after reaching the maximum value (i.e., 250). The random number counter C3 per general pattern is updated periodically and stored in the general pattern holding area 314c of the RAM 314 at the timing when a game ball wins in the through gate 64. Then, at a predetermined timing, a lottery is conducted to determine whether to control the general electric accessory 63a to the open state based on the value of the stored random number counter C3 per general pattern. For example, if C4 = 0 to 190, the general electric accessory 63a is controlled to the open state, and if C4 = 191 to 250, the general electric accessory 63a is not controlled to the open state.
[0178] <Regarding various processes executed by the main control device 162> Next, each control process executed by the MPU 312 of the main control device 162 will be described. The processes of such an MPU 312 are roughly classified into a main process that is started when the power is turned on, a timer interrupt process and a normal process that are executed to advance the game, and an NMI interrupt process that is started by the input of a power failure signal to the NMI terminal. For the convenience of explanation, the NMI interrupt process and the timer interrupt process will be described first, and then the main process and the normal process will be described.
[0179] <NMI Interrupt Process> The NMI interrupt process will be described with reference to the flowchart of FIG. 15. This process is executed when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like. That is, when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like, a power failure signal is output from the power failure monitoring unit 315 of the power supply and launch control device 191 to the NMI terminal of the MPU 312, and the MPU 312 interrupts the control being executed and starts the NMI interrupt process.
[0180] In the NMI interrupt process, first, in step Sa11, data in the usage registers provided in MPU 312 is saved to a backup area in RAM 314. In step Sa12, a power outage flag (information on the occurrence of a power outage) is set in the backup area. In step Sa13, the data saved in the backup area is restored to the usage registers of MPU 312, and then the NMI interrupt process is terminated. Note that if the power outage flag can be set without destroying the data in the usage registers of MPU 312, the processes of steps Sa11 and Sa13 can be omitted.
[0181] After the NMI interrupt process is executed, the power failure process is executed by checking that the power failure flag is set in the normal process, which will be described later.
[0182] <Timer interrupt processing> The timer interrupt process will be described with reference to the flowchart of Fig. 16. This process is started by the MPU 312 periodically (for example, every 2 msec).
[0183] In step Sa101, a process of reading various winning sensors is executed. That is, the state of various winning sensors connected to the main control device 162 is read, and the state of the winning sensor (detection information from the winning sensor) is judged to store the detection information (winning detection information). For example, when it is judged that a winning has occurred in the first operation port 62, a winning detection flag for the first special symbol is stored in the various flag storage area 314e of the RAM 314, and when it is judged that a winning has occurred in the second operation port 63, a winning detection flag for the second special symbol is stored in the various flag storage area 314e. Also, when it is judged that the game ball has passed through the through gate 64, a winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314.
[0184] In step Sa102, the random-number initial-value counter CINI is updated. Specifically, the random-number initial-value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. Then, the updated value of the random-number initial-value counter CINI is stored in the corresponding buffer area of the RAM 314.
[0185] In step Sa103, the jackpot random number counter C1, the jackpot type counter C2, and the normal random number counter C3 are updated. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the normal random number counter C3 are each incremented by 1, and when their counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter C1 to C3 are stored in the corresponding buffer area of the RAM 314.
[0186] In step Sa104, a winning process for through is executed in association with winning the through gate 64. In the winning process for through, it is determined whether or not a winning detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314, and if the flag is stored, the value of the normal winning random number counter C3 updated in step Sa103 is stored in the normal reserve area 314c on the condition that the number of reserved roles stored in the normal reserve area 314c is less than 4. In addition, if a winning detection flag for the through gate is stored in the various flag storage area 314e, the winning detection flag is erased and the winning process for the through gate is terminated.
[0187] After executing the winning process for the through gate in step Sa104, the process proceeds to step Sa105, where the winning process for the operating port associated with winning at operating ports 62, 63 is executed, and this timer interrupt process ends.
[0188] <Winning process for the operating port> The winning process for the operating port in step Sa105 will be described with reference to the flowchart in FIG.
[0189] First, in step Sa201, it is determined whether or not a gaming ball has entered the first operating port 62 (initial entry) based on the detection state of the first operating port entry sensor 62a. If it is determined that a gaming ball has entered the first operating port 62, in step Sa202, a prize ball command is set in the payout control device 181 to pay out three gaming balls.
[0190] In step Sa203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the first operating port 62. In step Sa204, the value stored in the reserved number storage area of the first special symbol reserved area Ra is read, and the start reserved memory number RaN reserved and stored in the first special symbol reserved area Ra is set (hereinafter, also referred to as the first start reserved memory number RaN). After that, in step Sa205, an information acquisition process is performed to store the values of the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS, and this winning process is terminated.
[0191] If a negative judgment is made in step Sa201 (if no winning has occurred in the first operating port 62), the process proceeds to step Sa206, where it is judged whether or not the game ball has won (initial winning) in the second operating port 63 based on the detection state of the winning sensor 63c for the second operating port. If it is judged that the game ball has won in the second operating port 63, a winning ball command is set in the payout control device 181 in step Sa207 to pay out one game ball.
[0192] In step Sa208, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that the gaming ball has entered the second actuation port 63. In step Sa209, the value stored in the reserved number storage area of the second special symbol reserved area Rb is read, and the start reserved memory number RbN reserved and stored in the second special symbol reserved area Rb is set (hereinafter, also referred to as the second start reserved memory number RbN). After that, in step Sa205, information acquisition process is performed, and this winning process is terminated.
[0193] Moreover, if a negative judgment is made in step Sa206 (if no winning has occurred in the second operating port 63), this winning process ends as is.
[0194] The winning ball command set in step Sa202 or step Sa207 is transmitted to the payout control device 181 by the external output processing of the normal processing described later.
[0195] Here, the information acquisition process in step Sa205 will be described with reference to the flowchart in FIG.
[0196] First, in step Sa301, it is determined whether the start pending memory count N (RaN or RbN) set in step Sa204 or step Sa209 described above is less than an upper limit (4 in this embodiment). If the start pending memory count N is the upper limit, this information acquisition process is terminated, and if it is less than the upper limit, in step Sa302, the start pending memory count N of the corresponding special chart reservation area Ra, Rb is incremented by 1. In step Sa303, the value stored in the total reservation count storage area (hereinafter referred to as the common reservation count CRN) is incremented by 1.
[0197] In step Sa304, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS are stored in the first memory area among the free memory areas of the corresponding special chart display section reserve area, i.e., the memory area corresponding to the reserved memory number incremented by 1 in step Sa302 above.
[0198] In other words, when the start pending memory number RaN for the first special chart is set, the values of the jackpot random number counter C1, the jackpot type counter C2 and the variable type counter CS are stored in the first memory area among the empty memory areas in the reserve area Ra for the first special chart, i.e., the reserve area Ra corresponding to the start pending memory number RaN for the first special chart incremented by 1 in the above step Sa302.
[0199] In addition, when the start pending memory number RbN for the second special chart is set, the values of the jackpot random number counter C1, the jackpot type counter C2 and the variable type counter CS are stored in the first free memory area of the reserve area Rb for the second special chart, i.e., the reserve area Rb corresponding to the start pending memory number RbN for the second special chart incremented by 1 in the above step Sa302.
[0200] In step Sa305, a hold-ahead read process is executed to execute a hold notice performance, which will be described later. The hold-ahead read process will be described in detail later. After step Sa305 is executed, the information acquisition process ends.
[0201] <Main processing> The main processing will be described with reference to the flowchart in Fig. 19. The main processing is executed when the power of the pachinko machine 10 is turned on (when the power switch of the pachinko machine 10 is turned on while an external power source is being supplied, or when an external power source is supplied while the power switch of the pachinko machine 10 is in the on state).
[0202] First, in step Sa2001, an initial setting process is executed when the power is turned on. Specifically, a wait process is executed for about one second, for example, to wait for the sub-side control device (dispensing control device 181, etc.) to become operable. In the following step Sa2002, access to RAM314 is permitted.
[0203] In step Sa2003, it is determined whether the RAM erase switch of the power supply and launch control device 191 is turned on, and in the following step Sa2004, it is determined whether a power outage flag is stored in the backup area of the RAM 314. In step Sa2005, a RAM judgment value is calculated, and in step Sa2006, it is determined whether the RAM judgment value is normal. Specifically, the RAM judgment value calculated in step Sa2005 is compared with the RAM judgment value saved at the time of the occurrence of the power outage, and it is determined whether the two match. If the two match, the RAM judgment value is determined to be normal, and the data stored and held in the RAM 314 is recognized as valid. Conversely, if the two do not match, the RAM judgment value is determined to be abnormal, and the data stored and held in the RAM 314 is recognized as invalid. The RAM judgment value is, for example, a checksum value in the working area address of the RAM 314. It is also possible to determine the validity of the stored and held data by whether a keyword written in a predetermined area of the RAM 314 is saved correctly.
[0204] If the RAM judgment value is normal, the process proceeds to step Sa2007, where the value of the stack pointer stored in the backup area is written to the stack pointer of MPU312, and the state of the stack is restored to the state before the power was cut off. In step Sa2008, a power restoration command is output to restore the sub-side control device (the payout control device 181, etc.) to the gaming state before the power was cut off. In step Sa2009, the power outage flag stored in the backup area is erased. After that, in step Sa2010, interrupt permission is set, and the process proceeds to normal processing, which will be described later.
[0205] If a positive judgment is made in step Sa2003 (if the RAM erase switch is pressed) or a negative judgment is made in step Sa2006 (if the RAM judgment value is not normal), the process proceeds to step Sa2011, where an initialization command is output to initialize the sub-side control device (such as the dispensing control device 181). In step Sa2012, the used area of RAM314 is cleared to 0, and in step Sa2013, initialization processing of RAM314 is executed. Thereafter, interrupt permission is set in step Sa2010, and the process proceeds to normal processing, which will be described later.
[0206] <Normal processing> Next, the flow of normal processing will be described with reference to the flowchart in Fig. 20. Normal processing is processing that starts after main processing that is started when the power is turned on is executed, and in normal processing, main processing of the game is executed. In summary, the processing of steps Sa401 to Sa408 is executed as periodic processing with a cycle of 4 msec, and the counter update processing of steps Sa409 and Sa410 is executed in the remaining time.
[0207] In normal processing, first, external signal output processing is executed in step Sa401. In the external signal output processing in step Sa401, output data such as commands set in the timer interrupt processing or the previous normal processing is sent to each control device on the sub side. Specifically, the presence or absence of a prize ball command is determined, and if a prize ball command is set, it is sent to the payout control device 181. In addition, if a performance command such as a fluctuation start command, a type command, or a fluctuation end command is set, it is sent to the performance control device 143.
[0208] In step Sa402, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches the maximum value, the counter value is cleared to 0. Then, the updated value of the fluctuation type counter CS is stored in the corresponding buffer area of the RAM 314.
[0209] In step Sa403, a game round control process for controlling the game in each game round is executed. In this game round control process, a big win determination, display control of the special chart display unit 43, etc. are performed.
[0210] In step Sa404, a game state transition process is executed. This game state transition process transitions the game state to an open / close execution mode, a high probability mode, a high frequency support mode, etc. Details of the game number control process in step Sa403 and the game state transition process in step Sa404 will be described later.
[0211] In step Sa405, a process for supporting the electric role is executed to drive and control the normal power role 63a provided in the second operating port 63. In this process for supporting the electric role, a lottery is performed to determine whether the normal power role 63a is opened or not using numerical information acquired from the normal power winning random number counter C3 stored in the normal power reserve area 314c of the RAM 314, and if a win is obtained, the opening and closing process of the normal power role 63a is executed. In addition, display control of the normal power display unit 44 is performed to inform the result of the lottery.
[0212] As already explained, the low frequency support mode and the high frequency support mode are set as the support mode by the normal power role 63a, and a transition to either of the support modes is performed by the game state transition process described later. If the high frequency support flag is set in the various flag storage area 314e of the RAM 314 after this process, the high frequency support mode is selected, and if the flag is not set, the low frequency support mode is selected.
[0213] In the electric role support process, whether or not the high frequency support mode is set is determined by determining whether or not the high frequency support flag is set in the various flag storage area 314e of the RAM 314. In the high frequency support mode, the number of times that the normal electric role 63a is in the open state when the electric role open state is won is set to be greater than in the low frequency support mode, and the opening time for one time is set to be longer. In addition, in the high frequency support mode, when the electric role open state is won and the open state of the normal electric role 63a occurs multiple times, the closing time from the end of one open state to the start of the next open state is set to be shorter than the opening time for one time.
[0214] In step Sa406, a game ball launch control process is executed. In the game ball launch control process, the solenoid of the game ball launch mechanism 110 is excited once every predetermined period (for example, 0.6 sec) on the condition that a launch permission signal is input from the power supply and launch control device 191. This causes the game ball to be launched toward the play area PE.
[0215] In step Sa407, it is determined whether or not a power outage flag is stored in the backup area of the RAM 314. The power outage flag is set by the NMI interrupt process (FIG. 15) that is executed when a power outage occurs, and is used by the MPU 312 to grasp the occurrence of the power outage.
[0216] If the power failure flag is not stored (power interruption has not occurred), in step Sa408, it is determined whether the next execution timing of normal processing has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing. Then, within the remaining time until the next execution timing of normal processing, the random number initial value counter CINI and the fluctuation type counter CS are repeatedly updated.
[0217] That is, in step Sa409, the random number initial value counter CINI is updated. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding area of RAM314. Also, in step Sa410, the fluctuation type counter CS is updated. Specifically, the fluctuation type counter CS is incremented by 1, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the fluctuation type counter CS is then stored in the corresponding area of RAM314.
[0218] Here, since the execution time of each process of steps Sa401 to Sa408 changes according to the state of the game, the remaining time until the execution timing of the next normal process is not constant but fluctuates. Therefore, by repeatedly executing the update of the random number initial value counter CINI using the remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.
[0219] If the determination in step Sa407 is affirmative (if the power failure flag is stored), the process proceeds to step Sa411, where the occurrence of each interrupt process is prohibited. In step Sa412, the value of the stack pointer of MPU 312 is stored in the backup area of RAM 314, and in step Sa413, the power failure flag is set in the backup area.
[0220] In step Sa414, a RAM judgment value is calculated and stored in a backup area. The RAM judgment value is, for example, a checksum value at a working area address of RAM 314. In step Sa415, access to RAM 314 is prohibited, and thereafter, an infinite loop continues until the power is completely cut off and processing can no longer be executed. Note that even after the power is completely cut off, power for retaining data stored in RAM 314 is supplied from the power supply and launch control device 191, so the information stored in RAM 314 before the power was cut off is retained in the same state for a predetermined period of time (for example, one or two days).
[0221] <Game Play Control Processing> The game play control process in step Sa403 will be described with reference to the flowchart in FIG.
[0222] First, in step Sa501, it is determined whether or not the game is in the open / close execution mode. Specifically, it is determined whether or not an open / close execution mode flag is stored (stored) in the various flag storage area 314e of the RAM 314. The open / close execution mode flag is stored when the game state is transitioned to the open / close execution mode in the game state transition process described later, and is erased when the game state transition process ends the open / close execution mode.
[0223] If the opening and closing execution mode is in progress, the game round control process is terminated without executing any of the processes after step Sa502, i.e., the game round start process of step Sa502 to step Sa505, the game round progress process of step Sa506 to step Sa507, and the game round end process of step Sa508 to step Sa509. In other words, if the opening and closing execution mode is in progress, the special game round will not be started regardless of whether or not a prize has been won in the operation ports 62 and 63.
[0224] In addition, the game round (regular game round) based on the winning / losing lottery triggered by winning the through gate 64 is executed regardless of whether the opening / closing execution mode is in progress. In other words, while the execution of the special game round is restricted during the opening / closing execution mode, the regular game round is executed in the same manner as when the opening / closing execution mode is not in progress. Therefore, if the result of the regular game lottery during the opening / closing execution mode is a winning result, the second operating port 63 (regular power role 63a) is opened.
[0225] If the opening / closing execution mode is not in progress, in step Sa502, it is determined whether the special chart display unit 43 is displaying a variable. Specifically, it is determined whether either the first special chart display unit AS or the second special chart display unit BS is displaying a variable. This determination is made by determining whether a variable display flag is stored (stored) in the various flags storage area 314e of the RAM 314. The variable display flag is stored when variable display is started for either the first special chart display unit AS or the second special chart display unit BS, and is erased when the variable display ends.
[0226] If the special display unit 43 is not displaying a variable, proceed to step Sa503 and determine whether the common reserved number CRN is "0". If the common reserved number CRN is "0", it means that the start reserved memory number RaN, RbN is "0" for both the first operating port 62 and the second operating port 63. Therefore, the game number control process is terminated as it is.
[0227] If the common reserve number CRN is not "0", a data setting process is executed in step Sa504 to set the data stored in the first special chart reserve area Ra or the second special chart reserve area Rb for variable display, and then a variable start process is executed in step Sa505 to start the variable display in the special chart display unit 43 and the variable display in the pattern display device 75, and then this game round control process is terminated.
[0228] The data setting process in step Sa504 and the fluctuation start process in step Sa505 will now be described in detail.
[0229] First, the data setting process will be described with reference to the flowchart in FIG.
[0230] First, in step Sa601, it is determined whether the second start pending memory number RbN reserved and stored in the second special symbol reservation area Rb is "0". If the second start pending memory number RbN is "0", data setting processing for the first special symbol (first actuation port 62) in steps Sa602 to Sa608 is executed, and if the second start pending memory number RbN is not "0", data setting processing for the second special symbol (second actuation port 63) in steps Sa609 to Sa615 is executed.
[0231] As already explained, when the common reserved number CRN is 1 or more, the data setting process is performed, and the situation in which the data setting process is performed means that at least one of the first start reserved memory number RaN and the second start reserved memory number RbN is 1 or more. In this case, the data setting process is configured to first determine whether the second start reserved memory number RbN is "0" or not, and to execute the process related to the reserved information for the first special symbol on the condition that the second start reserved memory number RbN is "0", that is, there is no reserved information for the second special symbol. Therefore, when reserved information is stored in both the reserved area Ra for the first special symbol and the reserved area Rb for the second special symbol, the reserved information for the second special symbol (second operating port 63) stored in the reserved area Rb for the second special symbol is preferentially processed.
[0232] In the data setting process for the first special symbol, first in step Sa602, the first start reserved memory number RaN of the reserved area Ra for the first special symbol is decremented by 1. In step Sa603, the common reserved number CRN is decremented by 1. In step Sa604, the data stored in the first area of the reserved area Ra for the first special symbol is moved to the execution area AE.
[0233] In step Sa605, the process of shifting the data (reserved information such as the jackpot random number counter C1) stored in the memory area of the reserved area Ra for the first special chart is executed. In this process, the data in the first area is cleared, and the data in the second area to the fourth area are sequentially moved to the lower area.
[0234] In step Sa606, it is determined whether or not a second special symbol flag is stored in the various flag storage area 314e of the RAM 314. The second special symbol flag is for the MPU 312 to grasp that there is reserved information of the second operating port 63. If the second special symbol flag is stored, the second special symbol flag is erased in step Sa607.
[0235] After execution of step Sa607 or when a negative judgment is made in step Sa606 (when the second special symbol flag is not stored), the process proceeds to step Sa608, and a shift command (shift occurrence information) for notifying the performance control device 143 that the data of the reserved area has been shifted is set. In this case, a shift command including information that the reserved area that is the target of the current data shift corresponds to the reserved area Ra for the first special symbol, that is, information that the reserved area corresponds to the first actuation port 62, is selected from the command information storage area 313e of the ROM 313, and the selected shift command is set as a command to be sent to the performance control device 143. After that, this data setting process is terminated.
[0236] The shift command set in step Sa608 is sent to the performance control device 143 in step Sa401 in normal processing (FIG. 20). The performance control device 143 executes a process to change the display in the first reserved display area Ga of the pattern display device 75 in response to the reduction in the number of reserved items based on the received shift command.
[0237] In the data setting process for the second special chart, first, in step Sa609, the second start reserved memory number RbN of the reserved area Rb for the second special chart is decremented by 1. In step Sa610, the common reserved number CRN is decremented by 1. In step Sa611, the data stored in the first area of the reserved area Rb for the second special chart is moved to the execution area AE.
[0238] In step Sa612, the process of shifting the data (reserved information such as the jackpot random number counter C1) stored in the storage area of the second special symbol reserved area Rb is executed. In step Sa613, it is determined whether or not the second special symbol flag is stored in the various flag storage area 314e. If the second special symbol flag is not stored, the second special symbol flag is set in step Sa614.
[0239] After execution of step Sa614 or if a positive judgment is made in step Sa613 (if the second special chart flag is stored), the process proceeds to step Sa615, where a shift command (shift occurrence information) is set, which is information for making the sub-side control device 143 recognize that the data of the reserved area has been shifted. In this case, a shift command including information that the reserved area targeted for this data shift corresponds to the reserved area Rb for the second special chart, i.e., corresponds to the second actuation port 63, is selected from the command information storage area 313e of the ROM 313, and the selected shift command is set as a command to be sent to the performance control device 143. After that, this data setting process is terminated.
[0240] The shift command set in step Sa613 is sent to the performance control device 143 in step Sa401 in the normal processing (FIG. 20). In the performance control device 143, based on the received shift command, the display in the second reserved display area Gb of the pattern display device 75 is changed in response to the reduction in the number of reserved items.
[0241] Next, the fluctuation start process will be described with reference to the flowchart of FIG.
[0242] First, in step Sa701, it is determined whether the winning / losing lottery mode is the high probability mode. Specifically, it is determined whether the high probability mode flag is stored (stored) in the various flag storage area 314e of the RAM 314. The high probability mode flag is for the MPU 312 to know that the mode is in the high probability mode, and is set when the mode is to be changed to the high probability mode.
[0243] If the mode is not the high probability mode, a win / loss determination is made in step Sa702 by referring to a win / loss table for the low probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value (e.g., "7") set as the jackpot winning for the low probability mode. On the other hand, if the mode is the high probability mode, a win / loss determination is made in step Sa703 by referring to a win / loss table for the high probability mode. Specifically, it is determined whether the value of the jackpot random number counter C1 stored in the execution area AE matches the value (e.g., "7", "17", "27", "37", "47") set as the jackpot winning for the high probability mode.
[0244] After execution of step Sa702 or step Sa703, in step Sa704, it is determined whether the result of the hit / miss determination in step Sa702 or step Sa703 is a big win or not. If it is a big win, in step Sa705, it is determined whether the second special symbol flag is stored in the various flag storage area 314e. If the second special symbol flag is not stored, in step Sa706, a lottery is performed for the big win type by referring to the type table for the first special symbol display unit (FIG. 13(a)). Specifically, it is determined whether the value of the big win type counter C2 stored in the execution area AE is included in the numerical range of the 4R variable big win result or the numerical range of the 4R normal big win result.
[0245] On the other hand, if the second special symbol flag is stored, in step Sa707, the type table for the second special symbol (FIG. 13(b)) is referred to and a lottery for the big win type is performed. Specifically, it is determined whether the value of the big win type counter C2 stored in the execution area AE is included in the numerical range of the 10R variable big win result or the numerical range of the 4R normal big win result.
[0246] After execution of step Sa706 or step Sa707, in step Sa708, a type flag indicating the jackpot type selected by lottery in step Sa706 or step Sa707 is stored in the various flag storage area 314e. For example, if the jackpot type selected by lottery is a 10R variable probability jackpot, a 10R variable probability jackpot flag is stored.
[0247] In step Sa709, the stop result for the big win is set by referring to the stop result table stored in the stop result table storage area 313d of the ROM 313. Specifically, the stop result corresponding to the big win type counter C2 stored in the execution area AE is read from the stop result table and set as the stop result for the current game.
[0248] If a negative decision is made in step Sa704 (if a big win has not occurred), the process proceeds to step Sa710, where a stop result for a loss is set. In this embodiment, only one type of stop result for a loss is provided, and that stop result is set in step Sa710.
[0249] After execution of step Sa709 or step Sa710, in step Sa711, a variable display time setting process is executed to set the variable display time for the current game round in the first special chart display unit AS or the second special chart display unit BS.
[0250] Here, the process of setting the variable display time will be described with reference to the flowchart of FIG.
[0251] First, in step Sa801, it is determined whether the result of the hit / miss judgment in the current game round is a jackpot or not. If it is a jackpot, the process proceeds to step Sa802, where a variable display time table for a jackpot (FIG. 14(a)) is obtained as a table for drawing the variable display time (variable pattern). On the other hand, if it is not a jackpot but a miss, the process proceeds to step Sa803, where a variable display time table for a miss (FIG. 14(b)) is obtained.
[0252] After execution of step Sa802 or step Sa803, in step Sa804, a lottery process for the fluctuation display time (fluctuation pattern) is executed using the fluctuation display time table acquired in step Sa802 or step Sa803. Specifically, from among the fluctuation patterns set in the fluctuation display time table, one fluctuation pattern corresponding to the fluctuation type counter CS stored in the execution area AE is specified.
[0253] In step Sa805, the variable display time corresponding to the variable pattern identified in step Sa804 is set as the variable display time for the current game. In this step, the value of the variable display time corresponding to the identified variable pattern is set in the variable display time counter area provided in the various counter areas 314d of the RAM 314. For example, if the variable display time is 15 seconds, 7500 is set in the variable display time counter area as the corresponding value. This set value is decremented by 1 each time the timer interrupt process (FIG. 16) is started. After execution of step Sa805, the variable display time setting process ends.
[0254] Returning to the explanation of the fluctuation start process (Fig. 23), after execution of step Sa711, in step Sa712, a fluctuation start command and a type command are set. The fluctuation start command includes information on the fluctuation pattern. Since the fluctuation pattern is set separately for a jackpot and a loss (Fig. 14), the performance control device 143 can determine the result of the hit / miss judgment performed by the main control device 162 by analyzing the fluctuation pattern from the fluctuation start command. In other words, the fluctuation start command includes not only information on the fluctuation display time, but also information on the result of the hit / miss judgment. Furthermore, the type command includes information on the type of jackpot. Note that the type command is set only when the result of the hit / miss judgment is a jackpot.
[0255] The variation start command and type command set in step Sa712 are sent to the performance control device 143 in step Sa401 in normal processing (FIG. 20). The performance control device 143 determines the content of the performance for that game round based on the received variation start command and type command, and controls various devices so that the determined content of the performance is executed. The content of this performance includes the variable display mode of the patterns on the pattern display device 75, and this determined variable display mode of the patterns is output from the performance control device 143 to the display control device 350 as a display content command. The display control device 350 controls the display of the pattern display device 75 based on the display content command received from the performance control device 143 so that the variable display of the patterns corresponding to each game round is performed.
[0256] In step Sa713, the variable display of the special symbol display section 43 is started. At that time, the various flag storage area 314e of the RAM 314 is referred to, and if the second special symbol flag is stored, the current game round corresponds to the second special symbol, and the image of the second special symbol display section BS is variably displayed. On the other hand, if the second special symbol flag is not stored, the current game round corresponds to the first special symbol, and the image of the first special symbol display section AS is variably displayed. After the execution of step Sa713, this variable start process is terminated.
[0257] Returning to the explanation of the game round control process (FIG. 21), if the determination is affirmative in step Sa502 (if the special chart display unit 43 is displaying a variable), the process proceeds to step Sa506, where it is determined whether the variable display time for this game round has elapsed. Specifically, it is determined whether the value of the variable display time counter area provided in the various counter areas of the RAM 314 has become "0".
[0258] If the variable display time has not elapsed, a variable display process is executed in step Sa507. In the variable display process, the display control of the special chart display section for the current game round is performed (the illumination control of each display segment) so that each display segment in the special chart display section for the current game round is turned on and off in a predetermined order. After execution of step Sa507, this game round control process is terminated.
[0259] If the variable display time has elapsed, a variable end process is executed in step Sa508. In the variable end process, each special display unit AS, BS is controlled so that the variable displayed image is stopped and displayed according to the stop result set in step Sa709 or step Sa710.
[0260] In step Sa509, a variation end command is set, and then this game round control process is terminated. The variation end command set in step Sa509 is sent to the performance control device 143 in step Sa401 in the normal process (FIG. 20). The performance control device 143 sends the received variation end command to the display control device 350 while maintaining its information form. By receiving the variation end command, the display control device 350 displays the final stop pattern combination in that game round as a final display (final stop display).
[0261] <Game state transition processing> The game state transition process in step Sa404 (FIG. 20) will be described with reference to the flowchart in FIG.
[0262] First, in step Sa901, it is determined whether or not the opening and closing execution mode is in progress. If it is not in the opening and closing execution mode, it proceeds to step Sa902, and it is determined whether or not the timing of the variable display in each special chart display section AS, BS has ended (the fixed display has ended). If it is not the timing of the end of the variable display, the game state transition process is terminated as it is.
[0263] If it is the timing for the variable display to end, in step Sa903, it is determined whether the game result of the current game round corresponds to a transition to the opening and closing execution mode, that is, whether the result of the win / loss determination is a jackpot. In this step, it is determined whether or not there is a jackpot by referring to whether or not a type flag (step Sa708 in FIG. 23) is stored in the various flag storage area 314e of RAM 314. If the game result of the current game round does not correspond to a transition to the opening and closing execution mode, this game state transition process is terminated.
[0264] If the determination in step Sa903 is affirmative (if the game result of the current game round corresponds to a transition to the open / close execution mode), the process proceeds to step Sa904, where the opening / closing execution mode start process is executed. In this start process, the opening / closing execution mode flag is stored in the various flag storage area 314e. Also, an opening period is set for waiting for the start of the first round while keeping the variable winning device 65 in the closed state. Furthermore, if a high probability mode flag or a high frequency support flag is stored in the various flag storage area 314e, a process is executed to erase these flags.
[0265] In step Sa905, a process for starting a round display for notifying the number of rounds in the open / close execution mode is executed. In this step, the current big win type is identified based on the type flag stored in the various flag storage area 314e, and the round display unit is controlled so that the number of rounds corresponding to the big win type is displayed. The display of the number of rounds in the round display unit continues until the open / close execution mode ends.
[0266] In step Sa906, it is determined whether the current jackpot type is a 10R variable probability jackpot result. If it is not a 10R variable probability jackpot result, that is, if it is either a 4R variable probability jackpot result or a 4R normal jackpot result, in step Sa907, the round counter area RC provided in the various counter areas 314d of the RAM 314 is set to "4". On the other hand, if the current jackpot type is a 10R variable probability jackpot result, in step Sa908, the round counter area RC is set to "10".
[0267] After execution of step Sa907 or step Sa908, in step Sa909, an opening command is set to notify the start of the opening and the opening period to the performance control device 143. This set opening command is transmitted to the performance control device 143 in step Sa401 in the normal processing (FIG. 20).
[0268] In step Sa910, the external signal setting process is executed, and then the game state transition process is terminated. In the external signal setting process, the output terminal for the jackpot signal provided in the external output terminal 213 is set to an output state. As a result, if the output terminal for the jackpot signal is connected to a management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can grasp that a jackpot has occurred in the pachinko machine 10.
[0269] If the determination in step Sa901 above is affirmative (if the game is in the open / close execution mode), the process proceeds to step Sa911, where it is determined whether the opening period has elapsed. If the opening period has not elapsed, the game state transition process is terminated. If the opening period has elapsed, the big prize opening open / close process is executed in step Sa912.
[0270] Here, the process of opening and closing the big prize opening will be described with reference to the flow chart of FIG.
[0271] First, in step Sa1001, it is determined whether the large prize opening 65a is open or not. This determination is made based on the drive state of the drive unit 65d. If the large prize opening 65a is not open, it is determined in step Sa1002 whether the value of the round counter area RC is "0". If the value of the round counter area RC is not "0", that is, if there is a round game to be played, it is determined in step Sa1003 whether the value of the timer area T provided in the various counter areas 344b of the RAM 314 is "0". This process is to determine whether the waiting period between rounds (round interval period) has elapsed.
[0272] If the value of the timer area T is "0", the process proceeds to step Sa1004, and "15000" is set in the timer area T as a value corresponding to the upper limit opening time (30 sec) of the variable winning device 65 in one round of play. The value set here is decremented by 1 each time the timer interrupt process (FIG. 16) is started. In step Sa1005, "10" is set in the winning counter area PC provided in the various counter areas 344b as a value corresponding to the upper limit number of winnings (10) in the variable winning device 65 in one round of play.
[0273] In step Sa1006, the variable prize drive unit 32c is driven to open the large prize opening 65a. In step Sa1007, an opening command is set to notify the performance control device 143 that the opening of the large prize opening 65a (variable prize device 65) has started, and then the large prize opening opening / closing process is terminated. This set opening command is sent to the performance control device 143 in step Sa401 in the normal process (FIG. 20).
[0274] If a positive judgment is made in step Sa1002 (if the value of the round counter area RC is 0) or if a negative judgment is made in step Sa1003 (if the value of the timer area T is not 0), the large prize opening opening and closing process is terminated.
[0275] If the determination in step Sa1001 is affirmative (the large prize opening 65a is open), the process proceeds to step Sa1008, where it is determined whether the value of the timer area T is "0." This process is for determining whether the upper limit opening time of the variable prize device 65 set in step Sa1004 has elapsed.
[0276] If the value of the timer area T is not "0", the process proceeds to step Sa1009, where it is determined whether or not a win has occurred in the large prize opening 65a based on the detection state of the large prize opening winning sensor 65c. If no win has occurred, the large prize opening opening opening process is terminated. On the other hand, if a win has occurred, the value of the winning counter area PC is decremented by 1 in step Sa1010, and then it is determined whether or not the value of the winning counter area PC is "0" in step Sa1011. If the value of the winning counter area PC is not "0", the large prize opening opening opening process is terminated.
[0277] If the above step Sa1008 makes an affirmative judgment (if the value of the timer area T is 0) or if the above step Sa1011 makes an affirmative judgment (if the value of the prize counter area PC is 0), the process proceeds to step Sa1012, where the drive unit 65d is switched to a non-driven state to close the large prize opening 65a. In step Sa1013, the value of the round counter area RC is decremented by 1, and in step Sa1014, it is judged whether the value of the round counter area RC is "0" or not.
[0278] If the value of the round counter area RC is not "0", i.e., if there are remaining rounds of play, proceed to step Sa1015 and set the timer area T to "1000" as a value corresponding to the period (2 seconds) during which the variable winning device 65 will remain closed and wait for the start of the next round of play.
[0279] In step Sa1016, a close command is set to notify the performance control device 143 that the variable winning device 65 has been closed (the round of play has ended), and then the large winning opening opening and closing process is terminated. The set close command is sent to the performance control device 143 in step Sa401 in the normal process (FIG. 20).
[0280] If the above step Sa1014 judges positive (if the value of the round counter area RC is 0), that is, if the final round of the open / close execution mode has ended, the process proceeds to step Sa1017, where the ending start process is executed. In this start process, an ending period is set during which the variable winning device 65 is kept in the closed state and waits for the start of the next game round (the first game round after the open / close execution mode has ended). In step Sa1018, an ending command is set to notify the performance control device 143 of the start of the ending and the ending period, and then this large winning port open / close process is terminated. The set ending command is sent to the performance control device 143 in step Sa401 in the normal process (FIG. 20).
[0281] Returning to the explanation of the game state transition process (FIG. 25), after executing the large prize opening / closing process of step Sa912, it is determined in step Sa913 whether the value of the round counter area RC is "0." If the value of the round counter area RC is not "0," this game state transition process is terminated as it is to continue the opening / closing execution mode.
[0282] If the value of the round counter area RC is "0", the process proceeds to step Sa914 to determine whether the ending has ended (whether the ending period has elapsed). If the ending has not ended, the game state transition process is terminated to continue the ending. On the other hand, if the ending has ended, the process proceeds to step Sa915 to execute the transition process at the end of the opening / closing execution mode.
[0283] Here, the transition process at the end of the opening and closing execution mode will be described with reference to the flowchart of FIG.
[0284] First, in step Sa1101, the type flag stored in the various flag storage area 314e of the RAM 314 is referenced to determine whether the current jackpot is a high probability jackpot result. If it is a high probability jackpot result, in step Sa1102, the high probability mode flag is set in the various flag storage area 314e, and in step Sa1103, the high frequency support flag is set in the various flag storage area 314e. This transitions to a game state in which the winning / losing lottery mode is the high probability mode and the support mode is the high frequency support mode (a so-called high probability game state with electric support). This game state continues until the next jackpot occurs. After step Sa1103 is executed, the transition process at the end of the open / close execution mode is completed.
[0285] If the result of the negative judgment in the above step Sa1101 (if the current jackpot is not a guaranteed jackpot result), that is, if the current jackpot is a normal jackpot result, the process proceeds to step Sa1104, where the high-frequency support flag is set in the various flag storage area 314e. If the current jackpot is a normal jackpot result, the high-probability mode flag is not set, and the process of step Sa1104 transitions to a game state in which the lottery mode is a low-probability mode and the support mode is a high-frequency support mode (so-called time-saving game state). In the following step Sa1105, "100" is set in the game count counter area provided in the various counter areas 344b of the RAM 314. This set value is decremented by 1 each time a special game is played in the time-saving game state, and when the value of the game count counter area becomes "0", the high-frequency support flag stored in the various flag storage area 314e is erased. Therefore, the time-saving gaming state ends after 100 games are played, and then the game state (normal gaming state) in which the lottery mode is the low probability mode and the support mode is the low frequency support mode is transitioned to. After step Sa1105 is executed, the transition process at the end of the open / close execution mode is terminated.
[0286] Returning to the explanation of the game state transition process (FIG. 25), after the transition process at the time of the end of the open / close execution mode in step Sa915 is completed, the end process of the round display is executed in step Sa916. In this process, the round display section in the special chart display section 43 is controlled so that the round display section is turned off.
[0287] In step Sa917, the end process of the opening and closing execution mode is executed, and then, the game state transition process is terminated. In the end process of the opening and closing execution mode, the type flag and the opening and closing execution mode flag stored in the various flag storage area 314e are deleted.
[0288] <Pending read-ahead processing> The reserved ball pre-reading process of step Sa305 (Fig. 18) will be described with reference to the flowchart of Fig. 28. This process is executed when reserved ball information is acquired based on winning the first actuation port 62 or the second actuation port 63, and a lottery is performed to determine the presence or absence of a jackpot, the type of jackpot, and the change pattern for the acquired reserved ball information before executing the change start process (Fig. 23) corresponding to the reserved ball information.
[0289] First, in step Sa1201, the start reserved memory numbers RaN, RbN stored in each reserved area Ra, Rb of the reserved ball storage area 314b and the common reserved number CRN stored in the total reserved number memory area of the same reserved ball storage area 314b are read out, and this information is stored in a register of the MPU 312.
[0290] In step Sa1202, the value of the jackpot random number counter C1 (random number value for winning / losing judgment) included in the reserved information acquired in step Sa304 (FIG. 18) is determined based on the current winning at the first operating port 62 or the second operating port 63. In step Sa1203, a winning / losing judgment is made using the value of the jackpot random number counter C1 determined in step Sa1202. At this time, if the lottery mode when the reserved information was acquired was the low probability mode, the winning / losing table for the low probability mode is referenced, and if the lottery mode when the reserved information was acquired was the high probability mode, the winning / losing table for the high probability mode is referenced to make the winning / losing judgment.
[0291] In step Sa1204, it is determined whether or not the result of the hit / miss determination in step Sa1202 is a jackpot win. If it is a jackpot win, in step Sa1205, the value of the jackpot type counter C2 (random number for drawing the jackpot type) included in the reserved information acquired based on the current winning in the first actuation port 62 or the second actuation port 63 is obtained.
[0292] In step Sa1206, a lottery is performed for the jackpot type using the value of the jackpot type counter C2 grasped in step Sa1205. At this time, if the reserved information is based on winning the first operation port 62, the type table for the first special symbol (FIG. 13(a)) is referenced, and if the reserved information is based on winning the second operation port 63, the type table for the second special symbol (FIG. 13(b)) is referenced to identify the jackpot type corresponding to the value of the jackpot type counter C2. Note that the processing of steps Sa1203 to Sa1206 is similar to steps Sa701 to Sa707 in the fluctuation start processing (FIG. 23).
[0293] In step Sa1207, the jackpot information indicating that a jackpot has been generated and the type information indicating the type of jackpot selected in step Sa1206 are stored in a register of the MPU 312.
[0294] After execution of step Sa1207 or when a negative judgment is made in step Sa1204 (when the jackpot is not won), in step Sa1208, the value of the fluctuation type counter CS included in the reserved information acquired based on the current winning in the first actuation port 62 or the second actuation port 63 is grasped. In step Sa1209, a lottery is performed for a fluctuation pattern (fluctuation display time) using the value of the fluctuation type counter CS grasped in step Sa1208. At this time, if the reserved information acquired corresponds to a jackpot, the fluctuation display time table for jackpots (FIG. 14(a)) is referenced, and if the reserved information acquired corresponds to a loss, the fluctuation display time table for losses (FIG. 14(b)) is referenced to identify the fluctuation pattern corresponding to the value of the fluctuation type counter CS. Note that the processing in this step is similar to steps Sa801 to Sa804 in the processing for setting the fluctuation display time.
[0295] In step Sa1210, the fluctuation pattern information indicating the fluctuation pattern selected in step Sa1209 is stored in the register of the MPU312. In step Sa1211, the hold command is set as an output target to the performance control device 143, and then the hold pre-read process is terminated. The hold command includes information indicating whether the current hold information corresponds to the first special chart or the second special chart, as well as various information stored in the register (information on the start hold memory numbers RaN and RbN, information on the common hold number CRN, jackpot information, type information, and fluctuation pattern information). As already explained, since the presence or absence of a jackpot can be grasped from the fluctuation pattern, the hold command may be set so as not to include jackpot information. The hold command set in step Sa1211 is transmitted to the performance control device 143 in step Sa401 in the normal process (FIG. 20).
[0296] <Electrical configuration of the performance control device 143 and the display control device 350> The electrical configuration of the performance control device 143 and the display control device 350 will be described below with reference to the block diagram of FIG.
[0297] The performance control board 341 provided in the performance control device 143 is equipped with an MPU 342. The MPU 342 includes a ROM 343 that stores various control programs and fixed value data executed by the MPU 342, a RAM 344 that is a memory for temporarily storing various data when the control programs stored in the ROM 343 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, and the like.
[0298] The MPU 342 is provided with an input port and an output port. The main control device 162 is connected to the input side of the MPU 342. From the main control device 162, various commands are received, such as hold display control commands such as a shift command and a hold command, game number control commands such as a fluctuation start command, a type command, and a fluctuation end command, and opening / closing execution mode commands such as an opening command and an ending command.
[0299] As already explained, the output side of the MPU 342 is connected to the lamp units 26 to 28 and the speaker unit 29 provided on the front door frame 14, as well as to the display control device 350.
[0300] The input side of the MPU 342 is connected to the performance operation unit 36 provided on the front door frame 14. The performance operation unit 36 is provided with a detection sensor that detects the operation of the performance operation unit 36, and detection information (detection signal) from the detection sensor is input. The MPU 342 determines whether the performance operation unit 36 has been operated based on the detection information, and determines the type of operation that has been performed.
[0301] The display control device 350 includes a display control board 351 on which an MPU 372 in which a program ROM 373 and a work RAM 374 are integrated into a chip, a video display processor (VDP) 375, a character ROM 376, and a video RAM 377 are mounted.
[0302] The MPU 372 analyzes the commands received from the performance control device 143 or performs a predetermined calculation process based on the received commands, and controls the VDP 375 (specifically, generates internal commands for the VDP 375).
[0303] The program ROM 373 is a memory for storing various control programs executed by the MPU 372 and fixed value data, and also stores and holds JPEG format image data for the background image.
[0304] The work RAM 374 is a memory for temporarily storing work data, flags, etc. used when various programs are executed by the MPU 372. The work data, flags, etc. are stored in various areas of the work RAM 374.
[0305] The VDP375 is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display driver built into the pattern display device 75. The VDP375 is also called a "drawing chip" because it is made into an IC chip, and its actual form should be described as a microcomputer chip with built-in firmware dedicated to drawing processing. The VDP375 mediates data reading and writing by adjusting the timing of the MPU372, video RAM377, etc., and reads image data to be stored in the video RAM377 from the character ROM376 at a predetermined timing and displays it on the pattern display device 75.
[0306] The character ROM 376 serves as an image data library for storing character data such as designs to be displayed on the design display device 75. The character ROM 376 holds bitmap format image data of various display designs, a color palette table to be referenced when determining the color to be displayed at each dot of the bitmap image, and the like.
[0307] It is also possible to provide a plurality of character ROMs 376 and store image data and the like in each of the character ROMs 376. It is also possible to configure the character ROM 376 to store the JPEG format image data for the background image stored in the program ROM 373.
[0308] The video RAM 377 is a memory for storing display data to be displayed on the pattern display device 75, and the display contents of the pattern display device 75 are changed by rewriting the contents of the video RAM 377.
[0309] <Various processes executed by the performance control device 143> Next, each control process executed by the MPU 342 of the performance control device 143 will be described.
[0310] <Performance setting processing> The effect setting process will be described with reference to the flowchart of Fig. 30. The effect setting process is a process that is started by the MPU 342 at a predetermined cycle (for example, every 2 msec).
[0311] First, in step Sa1301, it is determined whether or not a pending command has been received from the main control device 162. The pending command received from the main control device 162 is stored in a command storage area 344a provided in the RAM 344 of the performance control device 143. The command storage area 344a is configured as a ring buffer capable of storing multiple commands individually and capable of reading out commands stored earlier. Therefore, even if multiple commands are received at the same time, the processing corresponding to each command can be executed satisfactorily.
[0312] In the judgment of step Sa1301, it is judged whether or not a hold command is stored in the area to be read this time in the command storage area 344a. If a hold command is stored (if a hold command is received), in step Sa1302, a hold command response process is executed to display a hold image in the hold display section 200 (FIG. 9(b)) of the display screen G. Details of the hold command response process will be described later.
[0313] After execution of step Sa1302 or if a negative judgment is made in step Sa1301 (a hold command has not been received), in step Sa1303, it is judged whether or not a shift command has been received from main control device 162. If a shift command has been received, in step Sa1304, a shift command response process is executed to shift the hold image displayed on hold display unit 200. The details of the shift command response process will be described later.
[0314] After execution of step Sa1304 or when a negative judgment is made in step Sa1303 (when a shift command has not been received), in step Sa1305, a special pattern variation display process is executed to perform a variation display of the pattern rows Z1 to Z3 on the display screen G of the pattern display device 75. The details of the special pattern variation display process will be described later.
[0315] In step Sa1306, an opening and closing execution mode process is executed to perform effects during the opening and closing execution mode. In the opening and closing execution mode process, in addition to the round effects during the opening and closing execution mode, processes are executed to perform opening effects, ending effects, and effects at the time of winning when the variable winning device 65 wins.
[0316] In step Sa1307, a rendering mode switching process is executed to switch the rendering mode. The rendering mode switching process will be described in detail later.
[0317] In step Sa1308, other processing is executed, and then the performance setting processing is terminated. In other processing, processing is executed to display a demo screen when the start winning does not occur for a predetermined period of time, to stop the image display on the display screen G of the pattern display device 75, and to switch to a power saving mode to reduce power consumption.
[0318] <Pending command processing> The command response process in step Sa1302 will be described with reference to the flowchart in FIG.
[0319] First, in step Sa1401, a hold command from main control device 162 is analyzed, and hold information (big win information, type information, fluctuation pattern information, etc.) is stored in hold memory area 344c of RAM 344.
[0320] As shown in Fig. 32, the reserved memory area 344c is provided with a reserved area SRa for a first special symbol and a reserved area SRb for a second special symbol in correspondence with the reserved ball storage area 314b on the main control device 162 side. Each reserved area SRa, SRb has four memory areas, a first area, a second area, a third area, and a fourth area. In addition, the reserved memory area 344c is provided with an execution area SAE in correspondence with the execution area AE on the main control device 162 side.
[0321] In step Sa1401, whether the reserved information corresponds to the first special chart or the second special chart based on the reserved command and which reserved information corresponds to the corresponding special chart are grasped, and the variable pattern information (if it is a jackpot, further the jackpot information and type information) is stored in the corresponding storage area of the reserved storage area 344c. For example, if the reserved information is the second reserved information corresponding to the first special chart, the variable pattern information etc. are stored in the second storage area of the reserved area SRa for the first special chart.
[0322] After execution of step Sa1401, in step Sa1402, the value of the reserved number counter (start reserved memory number SN) provided in the various counter area 344b of the RAM 344 is incremented by 1. In the various counter area 344b, a reserved number counter for the first special design and a reserved number counter for the second special design are provided, and in step Sa1402, the start reserved memory number SN of the corresponding side is updated.
[0323] In step Sa1403, a setting process for the hold notice is executed to execute the hold notice performance. Here, the hold notice performance will be described with reference to FIG.
[0324] In this embodiment, a hold notice performance is performed to notify or suggest the expectation of a big win occurring in the game round to which the hold image corresponds, depending on the display mode of the hold image displayed in the hold display section 200 of the display screen G. As the display mode of the hold image, a normal display mode when the hold notice performance is not performed and a specific display mode when the hold notice performance is performed are set, and further, a plurality of display modes are set for the specific display mode.
[0325] In this embodiment, the display color (color) of the reserved image indicates the degree of expectation. Specifically, as shown in Fig. 33(a), a normal display mode HMa in which the main display color is a normal color (for example, white) is set as the normal display mode, and four types of specific display modes are set: a blue display mode HMb in which the main display color is blue, a green display mode HMc in which the main display color is green, a red display mode HMd in which the main display color is red, and a rainbow display mode HMe in which the main display color is rainbow. In Fig. 33(a), different hatching is applied according to the difference in display color.
[0326] In the specific display modes, the blue display mode HMb has the lowest expectation of a big win, followed by the green display mode HMc < the red display mode HMd < the rainbow display mode HMe in that order. The rainbow display mode HMe suggests a big win.
[0327] In addition, each specific display mode suggests the effect to be performed in the game round to which the reserved image corresponds. Specifically, the blue display mode HMb suggests that a reach effect (either a normal reach effect, an SP reach effect, or an SPSP reach effect) of a rank higher than the normal reach effect will be performed in the game round to which the reserved image corresponds, the green display mode HMc suggests that a reach effect of a rank higher than the SP reach effect will be performed, and the red display mode HMd suggests that an SPSP reach effect will be performed.
[0328] The above-mentioned reserved notice performance using the reserved image is performed using at least a part of the period from the start of displaying the reserved image to the end of displaying the image, in other words, the period from the occurrence of reserved information to the end of the game round of the reserved information. The execution timing of the reserved notice performance during the period (reservation period) in which the reserved image is displayed in the first reserved display area Ga or the second reserved display area Gb is set to a plurality of timings such as the start of displaying the reserved image and the shift time. In addition, the execution timing of the reserved notice performance during the execution of the game round is set to a plurality of reserved change points as shown in FIG. 33(b). Each reserved change point is set according to, for example, the start timing of the game round (change start timing), the start timing of various reach performances, the development timing of the reach performance, etc.
[0329] Returning to the explanation of the hold command response process (FIG. 31), in the setting process for the hold notice in step Sa1403, a lottery is performed to determine whether or not to execute the hold notice performance for the current hold information, and a process is performed to set the display mode of the hold image when the hold notice performance is executed. The details of the setting process for the hold notice will be described later.
[0330] In step Sa1404, a first execution process of the hold notice is executed to execute the hold notice performance. In the first execution process of the hold notice, the execution control of the hold notice performance is performed based on the setting result of step Sa1403. The details of the first execution process of the hold notice will be described later.
[0331] In step Sa1405, a process is executed to display a hold image in the hold display section 200 of the display screen G. Specifically, a hold display command is created so that a hold image is additionally displayed in the corresponding unit hold display area in each hold display area Ga, Gb, and is set as an output target to the display control device 350. The hold display command includes information indicating whether the current hold information corresponds to the first special chart or the second special chart, and information indicating which number the hold information is. After execution of step Sa1405, the hold command response process is terminated.
[0332] <Settings for pending notice> The setting process for the hold notice in step Sa1403 will be described with reference to the flowchart in FIG.
[0333] First, in step Sa1501, the reserved memory area 344c of the RAM 344 is referenced to grasp the fluctuation pattern, etc. (pre-read result) of the reserved information this time. In step Sa1502, based on the fluctuation pattern, etc. grasped in step Sa1501, it is determined whether the reserved information this time corresponds to a jackpot.
[0334] If it does not correspond to a big win, that is, if it is reserved information corresponding to a miss, proceed to step Sa1503 and judge whether the fluctuation pattern of the reserved information is fluctuation pattern 1H (fluctuation pattern corresponding to a complete miss). If a negative judgment is made in step Sa1503 (if it is a fluctuation pattern other than fluctuation pattern 1H) or if a positive judgment is made in step Sa1502 (if it is reserved information corresponding to a big win), the current presentation mode is grasped in step Sa1504.
[0335] Here, the presentation mode will be described with reference to Fig. 35. In this embodiment, presentation mode A and presentation mode B are set as presentation modes for game presentations executed on the display screen G. These presentation modes A and B are distinguishable from the player's point of view, and for example, the pattern rows Z1 to Z3 and the background image 401 displayed on the back side of the reserved display section 200 are different in both presentation modes.
[0336] These presentation modes can be manually switched by the player, specifically, by performing a predetermined operation on the presentation operation unit 36 (Fig. 1) during the valid period of mode switching. For example, when the presentation mode is presentation mode A and a predetermined operation is performed on the presentation operation unit 36, the presentation mode switches to presentation mode B, and when the presentation mode is B and a predetermined operation is performed on the presentation operation unit 36, the presentation mode switches to presentation mode A.
[0337] In addition, the frequency of occurrence of the above-mentioned hold notice performance is different between presentation mode A and presentation mode B, and is configured so that the frequency of occurrence of the hold notice performance in presentation mode A is higher than that in presentation mode B. The configuration for making the frequency of occurrence of the hold notice performance different is not particularly limited, but for example, a configuration is conceivable in which the hold notice performance is executed via an execution lottery in any presentation mode, and the winning probability of the execution lottery in presentation mode B when the hold information corresponds to a miss is lower than that in presentation mode A.
[0338] In this case, in the presentation mode B, the proportion of reserved notice presentations corresponding to the prediction of the big win among the held notice presentations executed is higher than in the presentation mode A, so the expectation of the big win when the reserved notice presentation is executed is higher. In other words, the presentation mode A can be made to function as a mode in which the reserved notice presentation is easy to execute and the presentation is easy to enjoy, while the presentation mode B can be made to function as a mode in which the reserved notice presentation is difficult to execute but has a high expectation of the big win when executed.
[0339] Although not shown in Figure 35, for example, the base image of the reserved image may be different between presentation mode A and presentation mode B, such that a reserved image resembling a game ball is displayed in presentation mode A, while a reserved image resembling a star is displayed in presentation mode B.
[0340] Returning to the explanation of the setting process for reserved notice (FIG. 34), after the current presentation mode is grasped in step Sa1504, the corresponding reserved notice execution lottery table is acquired from the various table storage area 343a of the ROM 343 in step Sa1505. A plurality of reserved notice execution lottery tables are set in accordance with the presence or absence of a jackpot and the presentation mode. For example, the reserved notice execution lottery table corresponding to the case where the current reserved information is a jackpot is set to have a higher winning probability than the reserved notice execution lottery table corresponding to the case where the current reserved information is a miss. Also, the reserved notice execution lottery table corresponding to presentation mode A and corresponding to the case where the current reserved information is a miss is set to have a higher winning probability than the reserved notice execution lottery table corresponding to presentation mode B and corresponding to the case where the current reserved information is a miss.
[0341] In step Sa1506, a lottery is performed to determine whether or not to execute the pending notice performance based on the pending notice execution lottery table acquired in step Sa1505 and the counter (random number value) for the lottery acquired from each counter area 344b of RAM 344. In step Sa1507, it is determined whether or not the lottery result in step Sa1506 is a winning result.
[0342] If the result of the lottery is a winning execution, the process proceeds to step Sa1508, and the corresponding reserved number is grasped. In this step, the reserved memory area 344c of the RAM 344 is referred to, and it is grasped whether the reserved information this time corresponds to the first special chart or the second special chart, and the reserved number of the corresponding special chart is grasped. In this case, the reserved number is the number including the reserved information this time. For example, if the reserved information this time is stored in the third area of the reserved area SRa for the first special chart in the reserved memory area 344c, it is grasped that the reserved information corresponds to the first special chart and that the reserved number is 3. Note that, when the reserved information this time is stored in the first area of the reserved area SRa for the first special chart (when it is the first reserved information), if reserved information is stored in the execution area SAE (when a game round is being executed), the reserved number is grasped as 1, and if reserved information is not stored in the execution area SAE (when a game round is not being executed), the reserved number is grasped as 0.
[0343] In step Sa1509, a final display mode selection table is obtained from the various table storage area 343a of the ROM 343. In this embodiment, the display mode of the reserved image is changed only once to perform the reserved notice performance, but the display mode of the reserved image is changed multiple times to perform the reserved notice performance. The final display mode selection table is a table for selecting the final display mode of the reserved image in the reserved notice performance.
[0344] In the final display mode selection table, the range of selectable final display modes and the selection probability of each display mode are set in correspondence with each variation pattern, as shown in Fig. 36. Note that in Fig. 36, the item "Notes (Performance Mode)" indicating the game round performance corresponding to each variation pattern is added for convenience, and is not set in the final display mode selection table.
[0345] In addition, the final display mode selection table includes a final display mode selection table for a jackpot (Figure 36(a)) and a final display mode selection table for a miss (Figure 36(b)). Each of these selection tables has a different selection range for the final display mode according to each variation pattern and a different selection probability for each option.
[0346] In the final display mode lottery table for big wins, the range of final display modes of the reserved image in the reserved preview performance is set as follows when the current reserved information is fluctuation pattern 1A (hit of normal reach): blue display mode HMb and rainbow display mode HMe; when the current reserved information is fluctuation pattern 2A (hit of SP reach A) or fluctuation pattern 3A (hit of SP reach B): blue display mode HMb, green display mode HMc, and rainbow display mode HMe; when the current reserved information is fluctuation pattern 4A (hit of SPSP reach A) or fluctuation pattern 5A (hit of SPSP reach B): blue display mode HMb, green display mode HMc, red display mode HMd, and rainbow display mode HMe. Therefore, when a hold image in blue display mode HMb is displayed as a hold notice effect, it suggests that a reach effect of a higher rank than a normal reach effect will be performed in the play turn to which the hold image corresponds (the play turn of the hold information that triggered the hold notice effect), when a hold image in green display mode HMc is displayed it suggests that a reach effect of a higher rank than an SP reach effect will be performed, and when a hold image in red display mode HMd is displayed it suggests that an SPSP reach effect will be performed.
[0347] In addition, even in the final display mode lottery table for losing, when a reserved image in blue display mode HMb is displayed as a reserved notice performance, it suggests that a reach performance of a rank higher than a normal reach performance will be performed in the corresponding game round, when a reserved image in green display mode HMc is displayed, it suggests that a reach performance of a rank higher than an SP reach performance will be performed, and when a reserved image in red display mode HMd is displayed, it suggests that an SPSP reach performance will be performed. Therefore, when a reserved image in blue, green, or red is displayed as a reserved notice performance, the player can predict what level of reach performance will be performed. However, it is not possible to determine whether or not there is a jackpot.
[0348] In addition, in the final display mode lottery table for losing, the rainbow display mode HMe is not set as a final display mode option, and the reserved image of the rainbow display mode HMe is displayed only in the case of a jackpot. Therefore, the reserved image of the rainbow display mode HMe suggests a jackpot, and when the reserved image is displayed, the player can predict that a jackpot will occur in the game corresponding to the reserved image.
[0349] In the final display mode lottery table for a jackpot, the selection probability of the rainbow display mode HMe is suppressed to a small probability (for example, 5%) in any variation pattern. This is to suppress the occurrence of such inconvenience, since if the selection probability of the rainbow display mode HMe is increased, there is a concern that the player will have more opportunities to recognize the jackpot before the game round is executed, and will lose interest in the game round presentation. The selection probability for the other options is such that a higher display mode is more likely to be selected than a lower display mode in each variation pattern. For example, in the case of variation pattern 3A, the green display mode HMc is more likely to be selected than the blue display mode HMb.
[0350] On the other hand, in the final display mode selection table for losses, it is more difficult to select a higher-ranked display mode than in the final display mode selection table for big wins. For example, in the variation pattern (variation pattern 4A) corresponding to the SPSP reach A presentation in the final display mode selection table for big wins, the selection probability of the red display mode HMd is 55%, whereas in the variation pattern (variation pattern 5H) corresponding to the SPSP reach B presentation in the final display mode selection table for losses, the selection probability of the red display mode HMd is only 10%.
[0351] In each final display mode lottery table for a jackpot and a miss, the selection tendency of the display mode is set as described above, so that even if the type of reach effect performed in a game round is the same, the expectation of a jackpot is higher when a higher display mode is displayed as the reserved image corresponding to that game round.
[0352] In this embodiment, a common table is used for both presentation mode A and presentation mode B as the final display mode selection table for a jackpot and a final display mode selection table for a miss, but a different table may be set for each presentation mode.
[0353] Returning to the explanation of the setting process for the reserved notice (FIG. 34), in step Sa1509, a final display mode selection table corresponding to the presence or absence of a jackpot in the reserved information is acquired based on the fluctuation pattern grasped in step Sa1501, etc. In step Sa1510, the final display mode in the reserved notice performance is selected based on the fluctuation pattern grasped in step Sa1501, the final display mode selection table acquired in step Sa1509, and the counters (random number values) for selection acquired from each counter area 344b of RAM 344.
[0354] The counter for the lottery is acquired when a hold command is received from the main control device 162, in other words, when hold information that is the subject of the lottery process is generated. This also applies to counters (random numbers) used for other lottery processes executed by the performance control device 143.
[0355] In step Sa1511, the effect scenario selection table is obtained from the various table storage area 343a of the ROM 343. The effect scenario selection table is a table for selecting an effect scenario for the pending advance notice effect.
[0356] In the presentation scenario lottery table, as shown in FIG. 37, a plurality of presentation scenarios are set in correspondence with the reserved number and the final display mode of the reserved notice presentation. In detail, groups are set from presentation scenario 0 corresponding to reserved number=0 to presentation scenario 4 corresponding to reserved number=4, and in each group, presentation scenario groups for each color are set in correspondence with the final display modes of blue, green, red, and rainbow. Then, a random number value of 0 to 99 is assigned to each presentation scenario group for one color as a group. For example, when the reserved number is 0 and the final display mode is the blue display mode HMb, presentation scenario 0 blue (1) and presentation scenario 0 blue (2) are the selection targets for the presentation scenario, and the one corresponding to the random number value is selected from among them.
[0357] Each performance scenario specifies when and in what display mode the reserved image is displayed in the reserved notice performance in which the final display mode has been determined. When the reserved information corresponding to the first special chart is read in advance, the reserved number of the first special chart at that time is 4, and the red display mode HMd is selected as the final display mode. Taking the performance scenario 4 red (1) as an example, the scenario specifies that after the reserved image is displayed in the blue display mode HMb in the fourth unit reserved display area Ga4 of the first reserved display area Ga (FIG. 9(b)), when the reserved image is moved and displayed in the second unit reserved display area Ga2, it is changed to the green display mode HMc, and then, during the period in which the reserved image is displayed in the execution display area D (during the execution of the game corresponding to the reserved image), it is changed to the red display mode HMd.
[0358] Although not shown in Fig. 37, the presentation scenario that specifies changing the display mode of the reserved image in the execution display area D also specifies the timing (reserved change point) at which the display mode is changed during a game round. There are also presentation scenarios that change the display mode multiple times during the execution of a game round, and for example, presentation scenario 0 green (2) specifies that the reserved image is changed from the normal display mode HMa to the blue display mode HMb at a previous reserved change point during the execution of a game round, and then further changed to the green display mode HMc at a later reserved change point.
[0359] In addition, "G4 (hold 4)" to "G1 (hold 1)" in "Notes (presentation mode)" in Figure 37 indicate the display mode when a reserved image is displayed in each unit reserved display area of the reserved display section 200. Also, "D (during play)" indicates the display mode when a reserved image is shifted from the first unit reserved display area to the execution display area D, and the display mode during the period when a reserved image is displayed in the execution display area D. Incidentally, the items in the "Notes (presentation mode)" column are added for convenience and are not set in the presentation scenario lottery table.
[0360] In addition, as the presentation scenario selection table, a presentation scenario selection table for a big win and a presentation scenario selection table for a loss are set. In this embodiment, a common table is used for the presentation mode A and the presentation mode B as the presentation scenario selection table for a big win and the presentation scenario selection table for a loss, but a different table may be set for each presentation mode. Note that FIG. 37 shows an example of the presentation scenario selection table for a big win.
[0361] Returning to the explanation of the setting process for the reserved notice (FIG. 34), in step Sa1511, a presentation scenario selection table corresponding to the presence or absence of a jackpot in the reserved information is obtained based on the fluctuation pattern, etc., grasped in step Sa1501. In step Sa1512, a presentation scenario for the current reserved notice presentation is selected based on the number of reserved balls grasped in step Sa1508, the final display mode determined in step Sa1510, the presentation scenario selection table obtained in step Sa1511, and the counters (random number values) for selection obtained from each counter area 344b of RAM 344.
[0362] In step Sa1513, the performance scenario data is set so that the performance scenario selected in step Sa1512 is executed. In step Sa1514, a reserved notice flag is set in the various flag storage area 344d of the RAM 344, and then the setting process for the reserved notice is terminated. The reserved notice flag is used by the MPU 342 to know that the reserved notice performance should be executed.
[0363] Also, if the judgment in step Sa1503 is affirmative (if the fluctuation pattern of the reserved information is fluctuation pattern 1H (complete miss)) or if the judgment in step Sa1507 is negative (if the execution lottery for the reserved notice performance is a miss), the process proceeds to step Sa1515, where the display mode of the reserved image is set to the normal display mode HMa. After that, the setting process for the reserved notice is terminated.
[0364] <First execution process of pending notice> The first execution process of the pending notice in step Sa1404 will be described with reference to the flowchart in Figure 38(a).
[0365] First, in step Sa1601, it is determined whether or not a hold notice flag is stored in the various flag storage area 344d of the RAM 344. If the hold notice flag is not stored, that is, if the situation is not such that the hold notice performance should be executed, the first execution process of the hold notice is terminated.
[0366] On the other hand, if the hold notice flag is stored and it is a situation where a hold notice performance should be executed, the process proceeds to step Sa1602, and it is determined whether or not it is the timing to change the display mode of the hold image corresponding to the hold information that triggered the hold notice performance. In other words, it is determined whether or not it is a situation where the hold image should be displayed in a specific display mode from the beginning. In this step, the above determination is made by referring to the setting result of the performance scenario of the hold notice performance set in step Sa1513 (FIG. 34) above. If it is not the timing to change the display mode, the first execution process of the hold notice is terminated.
[0367] On the other hand, if it is the timing for changing the display mode, a lottery is performed in step Sa1603 to determine whether or not to execute the change suggestion performance. The change suggestion performance is a performance that suggests that the display mode of the reserved image will change (rank up). The mode of the change suggestion performance is not particularly limited, but in this embodiment, the change suggestion performance is performed in the mode shown in FIG. 39. First, as shown in FIG. 39(a), a predetermined character image 402 is displayed near the reserved display unit 200 at a predetermined timing before the reserved image changes. Note that, when performing a change suggestion performance in accordance with the timing of occurrence of reserved information, first, the reserved image is displayed in a normal display mode, and the character image 402 is displayed immediately after or at the same time. After that, a video of the character performing a predetermined action is displayed, and the display mode of the reserved image is changed to a higher display mode as shown in FIG. 39(b). Note that the character image 402 is erased after changing the display mode of the reserved image.
[0368] In step Sa1603, a lottery is performed to determine whether or not a change suggestion performance should be executed based on the counters (random numbers) for the lottery obtained from each counter area 344b of the RAM 344 and the execution lottery table stored in the various table storage area 343a of the ROM 343. In step Sa1604, it is determined whether or not the lottery result in step Sa1603 is a winning result. If the lottery result is a winning result, in step Sa1605, the change suggestion performance is set to be executed on the display screen G of the pattern display device 75. Specifically, a command to execute the change suggestion performance is set as an output target to the display control device 350.
[0369] In this embodiment, the change suggestion effect can be executed only when the display mode of the reserved image is changed, but the change suggestion effect may be executed even when the display mode of the reserved image is not changed. In other words, the change suggestion effect may be executed by lottery even when the display mode of the reserved image is not changed.
[0370] As a change suggestion effect in such a case, for example, as shown in FIG. 39(a), after a predetermined character image 402 is displayed, the character does not perform a predetermined action or performs an action different from the predetermined action, and then the character image 402 is erased without changing the display mode of the reserved image, and the display mode before the character image 402 is displayed is maintained as it is. However, if such a false effect occurs frequently, the player's expectation for the change suggestion effect may be lost, so it is preferable to keep the frequency of its execution low. Specifically, the probability of winning the execution of the change suggestion effect when the display mode is not changed is lower than when the display mode is changed, in other words, the frequency with which the display mode of the reserved image does not change when the character image 402 is displayed is lower than the frequency with which it changes.
[0371] After execution of step Sa1605 or if a negative judgment is made in step Sa1604 (if the lottery for executing the change suggestion effect is not won), the process proceeds to step Sa1606, where the display mode to be changed in this change process is determined based on the result of the setting of the effect scenario. Specifically, it is determined in which specific display mode the reserved image will be displayed from among the blue display mode HMb, the green display mode HMc, the red display mode HMd, and the rainbow display mode HMe.
[0372] In step Sa1607, the display mode of the hold image is set to be changed to the display mode grasped in the above step Sa1606. If this process is performed when a hold command is received (when an additional hold image is displayed), the initial display mode of the additional hold image is set to the display mode grasped in the above step Sa1606.
[0373] At that time, if a change suggestion performance is not executed, the pending image is set to be displayed in one of the specific display modes indicated by the performance scenario from the beginning. On the other hand, if a change suggestion performance is executed, the image is set to be displayed in the normal display mode HMa and then changed to the specific display mode indicated by the performance scenario. If the setting process of step Sa1607 is executed, in step Sa1405 of the hold command response process (FIG. 31), the hold display command to the display control device 350 is set so that the command includes information on the display mode set in step Sa1607.
[0374] In step Sa1608, information indicating the display mode of the reserved image this time is stored in the display mode storage area 344e of the RAM 344. As shown in FIG. 38(b), in the display mode storage area 344e, areas are provided corresponding to the reserved information (reserved image) of each special chart and the reserved information being executed in the game round, and the display mode of the reserved image can be stored in each area. For example, when the blue display mode HMb is displayed in the second unit reserved display area Ga2 of the first reserved display area Ga, the display mode storage area 344e stores information that the second area (area corresponding to the second reserved information) for the first special chart is displayed in the blue display mode HMb. Incidentally, when a change suggestion performance is executed, information indicating the display mode (display color) after the change is stored. Note that the display mode storage area 344e may not be provided, and the display mode information may be stored in the corresponding area of the reserved storage area 344c. After execution of step Sa1608, the first execution process of the reserved notice is terminated.
[0375] <Command response processing during shift> The shift command response process of step Sa1304 (FIG. 30) will be described with reference to the flowchart of FIG.
[0376] First, in step Sa1701, the first execution process of the hold notice is executed. This process is for changing the display mode of the hold image of the hold information that triggered the hold notice performance when the hold image is shifted. The process of this step is basically the same as the first execution process of the hold notice in step Sa1404 (FIG. 31) (FIG. 38(a)).
[0377] Explaining with reference to Fig. 38(a), in the first execution process of the hold notice in step Sa1701, if the hold notice flag is stored in the various flag storage area 344d of the RAM 344 and it is a situation where the hold notice performance should be executed, in step Sa1602, it is determined whether or not the current shift timing is the timing to change the display mode (display color) of the hold image (hold image displayed in each hold display area Ga, Gb) corresponding to the hold information that triggered the hold notice performance. This determination is made based on the setting result of the performance scenario of the hold notice performance set in step Sa1513 (Fig. 34).
[0378] If it is the timing to change the display mode, a lottery is held in step Sa1603 to determine whether or not to execute a change suggestion effect, and if the lottery is won, in step Sa1605, the change suggestion effect is set to be executed on the display screen G of the pattern display device 75. After step Sa1605 is executed or if a negative judgment is made in step Sa1604 (if the lottery to execute the change suggestion effect is not won), the process proceeds to step Sa1606, and the display mode to which the change will be made in this change process is determined based on the result of the setting of the effect scenario.
[0379] In step Sa1607, the display mode of the reserved image is set to be changed to the display mode grasped in step Sa1606. Specifically, a command to change the display mode of the reserved image at the current shift timing is set by including information indicating which reserved image's display mode is to be changed and information indicating which display mode (display color) is to be changed to as an output command to the display control device 350. As a result, the display mode of the reserved image at the current shift timing is changed to the display mode determined by the setting result of the performance scenario.
[0380] In step Sa1608, for the reserved image whose display mode is to be changed, information on the changed display mode is stored in the display mode storage area 344e of the RAM 344. For example, when a reserved image in a blue display mode HMb displayed in the second unit reserved display area Ga2 of the first reserved display area Ga is changed to a green display mode HMc when shifted to the first unit reserved display area Ga1, the blue display information stored in the second area for the first special chart (the area corresponding to the second reserved information) in the display mode storage area 344e is erased, and then the green display information is stored in the same area.
[0381] Returning to the explanation of the shift command response process (FIG. 40), after the process of step Sa1701 is executed, the second execution process of the hold notice is executed in step Sa1702. This process is related to the performance mode switching process of step Sa1307 (FIG. 30), so it will be described in detail after the explanation of the switching process.
[0382] In step Sa1703, the value of the reserved number counter (start reserved memory number SN) provided in the various counter area 344b of the RAM 344 is decremented by 1. The various counter area 344b is provided with a reserved number counter for the first special symbol and a reserved number counter for the second special symbol, and in this step, the start reserved memory number SN of the corresponding side is updated.
[0383] In step Sa1704, a shift process is executed to shift and display the reserved image, and then the shift command response process is terminated. In the shift process, the reserved information stored in the first area of the reserved storage area 344c of the RAM 344 is moved to the execution area SAE, and the reserved information stored in the second to fourth areas is shifted to the lower areas in order. At this time, the display mode information stored in each area of the display mode storage area 344e is also shifted to the lower areas in order.
[0384] In addition, in the shift process, the display control device 350 is controlled to change the display position of the reserved image in the reserved display section 200 of the display screen G to the lower unit reserved display area. For example, in the state before the control, when the reserved image is displayed in the first unit reserved display area Ga1 and the second unit reserved display area Ga2 of the first reserved display area Ga as shown in FIG. 40(b1), the display positions of the reserved images are changed to the execution display area D and the first unit reserved display area Ga1 by the control as shown in FIG. 40(b2). Note that, when the setting is made to change the display mode of the reserved image in the first execution process of the reserved notice in step Sa1701, the change of the display position and the change of the display mode are performed together.
[0385] <Special chart change display processing> The processing for displaying special chart changes in step Sa1305 (FIG. 30) will be explained with reference to the flowchart in FIG.
[0386] First, in step Sa1801, it is determined whether a game round is being played. Specifically, it is determined whether a game round of either the first special design or the second special design is being played. If neither game round is being played, the process proceeds to step Sa1802, and it is determined whether a variation start command transmitted from the main control device 162 has been received. The variation start command includes information on the variation pattern selected by lottery in the variation display time setting process (FIG. 24) in the main control device 162.
[0387] By referring to the information on this variation pattern, it is possible to know at what variation display time the special symbol game will be played on the special symbol display unit 43, which is controlled by the main control device 162. Also, as already explained, since the variation pattern for the big win and the variation pattern for the loss are set separately, the result of the win / loss judgment can be determined from the variation pattern.
[0388] If the fluctuation start command is not received, the special chart fluctuation display process is terminated. On the other hand, if the fluctuation start command is received, the process proceeds to step Sa1803, and the fluctuation start process for starting the performance for the game round is executed, and then the special chart fluctuation display process is terminated.
[0389] In the process for starting the fluctuation, the fluctuation start command from the main control device 162 is analyzed, and the fluctuation pattern for the current special game is identified. Furthermore, the fluctuation display time for the current special game is grasped based on the identified fluctuation pattern. In the various table storage area 343a of the ROM 343, a presentation pattern table in which the fluctuation display time is determined in association with each fluctuation pattern is stored. The fluctuation display time determined in the presentation pattern table corresponds to the fluctuation display time corresponding to each fluctuation pattern (FIG. 14) in the main control device 162, and a common fluctuation display time is assigned to one fluctuation pattern in the presentation control device 143 and the main control device 162. For example, when the fluctuation pattern is the fluctuation pattern 1A, the corresponding fluctuation display time is 15 sec in both the presentation control device 143 and the main control device 162. In the process for starting the fluctuation, the fluctuation display time corresponding to the fluctuation pattern analyzed from the fluctuation start command is identified by referring to the presentation pattern table, and this is set as the fluctuation display time for the current special game.
[0390] In addition, the presentation pattern table is associated with each variation pattern and a presentation pattern for the game round presentation. As each of these presentation patterns, normal reach hit, SP reach A hit, SP reach B hit, SPSP reach A hit, SPSP reach B hit, complete miss, normal reach miss, SP reach A miss, SP reach B miss, SPSP reach A miss, and SPSP reach B miss, as described in the explanation of the variation display time table, are set. The correspondence between the variation pattern and the presentation pattern has already been described with reference to FIG. 14, so the explanation will be omitted. In the variation start process, the presentation pattern corresponding to the current variation pattern is specified by referring to the presentation pattern table, and this is set as the presentation pattern for the current special chart game round.
[0391] In addition, in the process for starting the variation, if the result of the win / loss judgment for the current special symbol game round is a jackpot, the type of jackpot is identified based on the type command from the main control device 162. If the jackpot type is a probability variable jackpot, the stop result for the probability variable jackpot is set as the stop result of the pattern string Z1 to Z3 displayed on the display screen G of the pattern display device 75. Conversely, if the jackpot type is a normal jackpot, the stop result for the normal jackpot is set as the stop result of the pattern string Z1 to Z3. In these cases, the activated lines L1 to L5 on which the stop result for the jackpot is displayed are randomly determined by lottery or the like.
[0392] Also, if the result of the hit / miss judgment for the current special game is a miss, the stop symbols of the symbol strings Z1 to Z3 are randomly determined. However, if the performance pattern corresponding to the variation pattern is a reach performance, each stop symbol is determined so that a reach is formed on the active lines L1 to L5 determined by lottery. In other words, the stop result where a combination of miss reach symbols is formed on one active line L1 to L5 is set as the current stop result.
[0393] In the process for starting the variation, after executing each of the above processes, a command including information on the currently stopped symbols and information on the presentation pattern is set as an output target to the display control device 350. In accordance with the received command, the display control device 350 controls the symbol display device 75 so that the symbols in each symbol row Z1 to Z3 are stopped with the stop result determined by the presentation control device 143, or the game round presentation is performed with the presentation pattern determined by the presentation control device 143.
[0394] If a positive judgment is made in step Sa1801 (if a game round is being played), the process proceeds to step Sa1804, where it is judged whether or not a change end command has been received from the main control device 162. If a change end command has not been received, this means that the change display time has not yet elapsed in this special pattern game round. In this case, in step Sa1805, a change in progress process is executed. In the change in progress process, processes are executed to continue the change display of the pattern rows Z1 to Z3 that was started by the change start process, to temporarily stop and display the patterns of each of the pattern rows Z1 to Z3 in order, and to execute each reach performance.
[0395] In step Sa1806, it is determined whether or not the current special chart play time is the play time of the reserved information that triggered the reserved notice performance. If it is not the play time of the reserved information that triggered the reserved notice performance, the special chart change display process is terminated. On the other hand, if it is the play time of the reserved information that triggered the reserved notice performance, the first execution process of the reserved notice is executed in step Sa1807. This process is for changing the display mode of the reserved image of the reserved information that triggered the reserved notice performance during the execution of the play time of the reserved information. The process of this step is basically the same as the first execution process of the reserved notice (Fig. 38(a)) in step Sa1404 (Fig. 31).
[0396] Explaining with reference to Fig. 38(a), in the first execution process of the hold notice in step Sa1807, if the hold notice flag is stored in the various flag storage area 344d of the RAM 344 and it is a situation where the hold notice performance should be executed, in step Sa1602, it is determined whether or not it is the timing to change the display mode of the hold image (the hold image displayed in the execution display area D) corresponding to the hold information that triggered the hold notice performance. This determination is made based on the setting result of the performance scenario of the hold notice performance set in step Sa1513 (Fig. 34).
[0397] If it is the timing to change the display mode, a lottery is held in step Sa1603 to determine whether or not to execute a change suggestion effect, and if the lottery is won, in step Sa1605, the change suggestion effect is set to be executed on the display screen G of the pattern display device 75. After step Sa1605 is executed or if a negative judgment is made in step Sa1604 (if the lottery to execute the change suggestion effect is not won), the process proceeds to step Sa1606, and the display mode to which the change will be made in this change process is determined based on the result of the setting of the effect scenario.
[0398] In step Sa1607, the display mode of the reserved image is set to be changed to the display mode grasped in step Sa1606. As a result, at a predetermined reserved change point during a game round, the display mode of the reserved image is changed to the display mode determined by the setting result of the performance scenario. In the following step Sa1608, information on the changed display mode is stored in an area corresponding to the execution display area D in the display mode storage area 344e of the RAM 344.
[0399] Returning to the explanation of the special chart change display process (Fig. 41), after executing the process of step Sa1807, the third execution process of the pending notice is executed in step Sa1808. This process is related to the performance mode switching process of step Sa1307 (Fig. 30), so it will be described in detail after explaining the switching process. After executing step Sa1808, the special chart change display process is terminated.
[0400] If the determination in step Sa1804 is affirmative (if the variation end command is received), it means that the variation display time has elapsed. In this case, the process proceeds to step Sa1809, and a variation end process is executed. In the variation end process, the variation display of each of the symbol columns Z1 to Z3 and the currently executed performance are ended (the symbols of each of the symbol columns Z1 to Z3 are fixed and stopped).
[0401] In step Sa1810, it is determined whether or not the current special chart play is the play of the reserved information that triggered the reserved notice performance. If it is not the play of the reserved information that triggered the reserved notice performance, the special chart change display process is terminated. On the other hand, if it is the play of the reserved information that triggered the reserved notice performance, it is determined in step Sa1811 whether or not the reserved notice flag or the return standby flag is stored in the various flag storage area 344d. The details of the return standby flag will be described later.
[0402] If either the reserved notice flag or the return standby flag is stored, the stored flag is erased in step Sa1812. After execution of step Sa1812 or if a negative judgment is made in step Sa1811 (if neither the reserved notice flag nor the return standby flag is stored), the special chart change display process is terminated.
[0403] In this embodiment, the configuration is such that whether or not the variable display time has elapsed is determined based on whether or not the variable end command has been received from the main control device 162, but since the variable display time can be grasped from the variable start command transmitted at the start of the variation in the performance control device 143, it may be configured to determine whether or not the variable display time related to the currently executed game round has elapsed based on the grasped variable display time. In this case, the configuration may be such that the variable end command is not transmitted from the main control device 162.
[0404] <Processing for switching presentation modes> The rendering mode switching process of step Sa1307 (Fig. 30) will be described with reference to the flowchart of Fig. 42. The rendering mode switching process is for switching between rendering mode A and rendering mode B already described.
[0405] First, in step Sa1901, it is determined whether or not it is within the valid period of the presentation mode switching. In this embodiment, the period during which the SP reach presentation or the SPSP reach presentation is being executed in the special chart game round, or the period during which the open / close execution mode is being executed, is set as an invalid period during which the presentation mode cannot be switched, and the other periods are the valid period of the presentation mode switching, including the execution of the special chart game round. In step Sa1901, it is determined whether or not the current timing belongs to the above-mentioned valid period. If it is not within the valid period of the presentation mode switching, the presentation mode switching process is terminated as it is.
[0406] If it is during the valid period for switching the presentation mode, the process proceeds to step Sa1902, and it is determined whether or not a predetermined operation for switching the presentation mode has been performed on the presentation operation unit 36. If the predetermined operation has not been performed, the presentation mode switching process is terminated.
[0407] When a predetermined operation is performed, the process proceeds to step Sa1903, and a switching process for switching the presentation mode is executed. For example, when the current presentation mode is presentation mode A, the presentation data is set so as to switch to presentation mode B. The presentation mode may be switched according to the timing when the above-mentioned predetermined operation is performed, or according to the timing when the next special game round starts.
[0408] In step Sa1904, a presentation mode flag corresponding to the switched presentation mode is set in the various flag storage area 344d of the RAM 344. In this embodiment, a mode A flag and a mode B flag are provided as flags corresponding to presentation mode A and presentation mode B, respectively, and for example, when switching presentation mode from presentation mode A to presentation mode B, the mode A flag stored in the various flag storage area 344d is erased and the mode B flag is stored in the various flag storage area 344d.
[0409] In step Sa1905, it is determined whether or not a return standby flag is stored in the various flag storage area 344d. The return standby flag will be described later.
[0410] If the return standby flag is not stored, the process proceeds to step Sa1906, and it is determined whether or not the hold notice flag is stored in the various flag storage area 344d. If the hold notice flag is not stored, the process for switching the presentation mode is terminated.
[0411] On the other hand, if the hold notice flag is stored, that is, if the hold notice performance is being executed or is in a standby state, the process proceeds to step Sa1907, where the hold notice flag is erased. As a result, if the hold notice performance was being executed before the mode was switched, the continuation of the hold notice performance is canceled. Also, if the hold notice performance was in a standby state, the execution of the hold notice performance that was on standby is canceled.
[0412] In step Sa1908, it is determined whether or not the hold notice performance is being performed, that is, whether or not there is a hold image displayed in a specific display mode. Specifically, it is determined whether or not there is a hold image displayed in any of the blue display mode HMb, green display mode HMc, red display mode HMd, or rainbow display mode HMe among the hold images displayed in each hold display area Ga, Gb. This determination is made by referring to the information of each area stored in the display mode storage area 344e of the RAM 344. If there is no hold image displayed in a specific display mode, the performance mode switching process is terminated.
[0413] On the other hand, if there is a reserved image displayed in a specific display mode (if a reserved notice performance is being executed), the process proceeds to step Sa1909, and information indicating in which display mode the reserved image displayed in the specific display mode is displayed is stored in the return area 344f of the RAM 344. In the return area 344f, areas are set corresponding to the reserved display areas Ga1 to Ga4, Gb1 to Gb4 and the execution display area D of each special chart, and it is possible to store the display mode of the reserved image in each area.
[0414] In step Sa1909, the display mode information stored in display mode storage area 344e at that time is also stored in return area 344f. Therefore, at the time of processing in step Sa1909, the same information is stored in display mode storage area 344e and return area 344f.
[0415] The information on the display mode may be identification information indicating the display mode or identification information indicating the display color. In short, it is sufficient if the display mode of the reserved image can be specified from the information stored in the return area 344f and corresponds to the display mode of the reserved image.
[0416] By the above process, by referring to the return area 344f after switching the presentation mode, it is possible to know which pending image was displayed in which display mode before switching the presentation mode. When the shift process of step Sa1704 in the shift command response process (FIG. 40) is executed in a state where display mode information is stored in the return area 344f, not only the display mode storage area 344e but also the display mode information stored in each area of the return area 344f is shifted in order to the lower area side.
[0417] In step Sa1910, a process is executed to cancel the display of the reserved image displayed in the specific display mode. That is, the reserved image displayed in the specific display mode is set to be switched to the normal display mode HMa with the switching of the presentation mode. The switching to the normal display mode HMa is performed in accordance with the switching timing of the presentation mode. For example, when the presentation mode is switched at the timing when the above-mentioned predetermined operation is performed, the reserved image is switched to the normal display mode HMa at that timing, and when the presentation mode is switched at the start timing of the next special game, the reserved image is switched to the normal display mode HMa at that timing.
[0418] In addition, in the cancellation process of step Sa1910, a process is executed to cle...
Claims
[Claim 1] A game system having a first game state, a second game state which is more advantageous to a player than the first game state, and a third game state which is more advantageous to a player than the first game state, A means for executing a specific judgment based on the establishment of a predetermined judgment trigger; A control means for controlling the game to be executed by starting a game operation based on the execution of the specific judgment and making a notification result corresponding to the result of the specific judgment; A first means for enabling a transition to the second gaming state to be executed based on the result of the specific judgment being a specific result; A second means for enabling a transition to the third gaming state to be executed when a specific condition is met; Equipped with The specific condition may be established in a specific state during the game. The specific condition is not satisfied in the second gaming state, The specific state may be entered after the second game state is ended. A configuration is provided in which a case in which the specific condition is satisfied in the specific state and a case in which the specific condition is not satisfied in the specific state can occur, When the specific condition is satisfied in a specific game in the specific state, a first notification corresponding to the satisfaction of the specific condition can be executed after a specific performance is executed; When the specific condition is not satisfied in a specific game in the specific state, a second notification different from the first notification can be executed after the specific performance is executed. A gaming machine characterized in that the specific condition is not satisfied in the third gaming state.